Page 336 - International Perspectives on Effective Teaching and Learning in Digital Education
P. 336

Betül Tosun and Ayla Yava

                       overcame it.  This helps assess critical thinking and the transfer of
                       knowledge into practice (Kalelioğlu & Gülbahar, 14).
                        − Give Qualitative Feedback: Collect qualitative data through post-game
                       interviews or focus groups to gain insight into students’ experiences
                       and perceptions of the learning process (Scherer et al., 16).
                        − Portfolio Assessments:  Encourage students to create portfolios do-
                       cumenting their learning experiences, including their thoughts about
                       the game, the skills they developed, and how they put what they lear-
                       ned into practice.



                  Barriers and Limitations for Creating and Implementing DGBL
                  in Nursing Education
                  It is seen that creating a learning environment with serious game method
                  has the potential to contribute to the field of nursing education. There are
                  also some limitations in the adoption of game-based learning. Lack of tech-
                  nological infrastructure, digital literacy levels of instructors and social factors
                  affecting student motivation may be among these obstacles. Some students
                  may not find the content presentation and educational benefits of the game
                  effective enough, and students’ access to technology should be considered
                  as a factor that increases these difficulties. In addition, most of the studies
                  have design deficiencies, most require a high budget, and learning in small
                  groups limits their generalizability and application to large masses.
                    Developing serious games with well-defined learning objectives, well-de-
                  fined skill contents, a solid theoretical basis and conceptual framework re-
                  quires serious time, work and technological competence. Another important
                  issue is that the development of these games requires long-term work with
                  experts in scientific fields other than nursing disciplines, such as computer
                  and software engineering, and a technical infrastructure and the ability to
                  use this technology. These aspects include challenging features for nursing
                  educators.

                  Implications for Nursing Education
                  The development of serious games allows nursing education curricula to be
                  updated according to current conditions and to enrich students’ clinical ex-
                  periences. The inclusion of these games in the educational process allows stu-
                  dents to practice as much as necessary to develop their knowledge and skills
                  without harming the patient before applying them in real-life settings, and
                  helps students develop active learning skills while gaining important compe-


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