Page 339 - International Perspectives on Effective Teaching and Learning in Digital Education
P. 339

Serious Digital Game-Based Learning in Nursing Education

                  Olejniczak, K., Newcomer, K. E., & Meijer, S. A. (). Advancing evaluation
                      practice with serious games. American Journal of Evaluation, 41(3),
                      339–366.
                  Ordu, Y., & Çalışkan, N. (1). An innovative approach to game-based learning
                      in nursing education: Virtual gaming simulation. Journal of Human Scienc-
                      es, 18(4), 657–664.
                  Özdemir, E., & Dinc, L. (). Game-based learning in undergraduate nursing
                      education: A systematic review of mixed-method studies. Nurse Education
                      in Practice, 62, 13375.
                  Perry, A. G., Potter, P. A., & Ostendorf, W. R. (14). Clinical nursing skills and tech-
                      niques (8th ed.). Elsevier Mosby.
                  Scherer, Y. K., Foltz-Ramos, K., Fabry, D., & Chao, Y.-Y. (16). Evaluating simula-
                      tion methodologies to determine best strategies to maximize student
                      learning. Journal of Professional Nursing, 32(5), 349–357.
                  Şenyuva, E. (19). Reflection of technological developments in nursing educa-
                      tion. FNJN Florence Nightingale Journal of Nursing, 27(1), 79–9.
                  Stuckless, P., Hogan, M., & Kapralos, B. (14). Virtual simulations and serious
                      games in community health nursing education: A literature review. In
                      M. Ma, L. Jain, & P. Anderson (Eds.), Virtual, augmented reality and serious
                      games for healthcare 1 (Intelligent Systems Reference Library 68). Springer.
                  Thangavelu, D. P., Tan, A. J. Q., Cant, R., Chua, W. L., Liaw, S. Y. () Digital
                      serious games in developing nursing clinical competence: A systematic
                      review and meta-analysis. Nurse Education Today, 113, 15357.
                  Tschopp, L., & Rach, D. (19). Massive open online courses: A new frontier in
                      education. Journal of Educational Technology & Online Learning, 2(1), 5–.
                  Ulupınar, F., & Toygar, Ş. A. (). The use of technology in nursing education
                      and sample practices. Fiscaoeconomia, 4(), 54–537.
                  Yurdabakan, İ. (1). The effects of Bloom’s Revised Taxonomy on Measure-
                      ment and Evaluation in Education. Gaziantep University Journal of Social
                      Sciences, 11(), 37–348.

                  Resno digitalno učenje na podlagi iger v izobraževanju zdravstvenih
                  delavcev: opolnomočenje študentov za klinično kompetenco
                  Razvoj tehnologije v obdobju digitalne transformacije je pomembno vpli-
                  val na izobraževanje na področju zdravstvene nege, saj je povzročil premik v
                  načinih posredovanja znanja. Ta premik, ki ga je dodatno pospešila potreba
                  po spletnem učenju zaradi motenj v tradicionalnem, neposrednem izobraže-
                  vanju med pandemijo covida-19, je izobraževalce v zdravstveni negi prisilil k
                  preoblikovanju obstoječih učnih načrtov. V sklopu teh sprememb so digitalne
                  izobraževalne aplikacije, zlasti resne igre, pridobile na pomembnosti. Resne
                  igre so interaktivne računalniške igre, zasnovane z namenom posredovanja
                  specifičnih učnih ciljev. Z vključevanjem zahtevnih ciljev, privlačne zasnove in


                                                                            339
   334   335   336   337   338   339   340   341   342   343   344