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Danielle Herrett NUR 640
Definitions:
Games: activities presided over by specific rules involving varying
degrees of chance in which players compete or cooperate through
use of knowledge or skill in attempts to reach specific goals (Royse
& Newton, 2007).
Serious Games: games that have an educational purpose and non-
entertainment goals (Lancaster, 2014).
1
Objectives:
• Describe how the use of
games in the classroom can
be an effective teaching
strategy
• Select the learning theory
that supports games as a
teaching strategy
• Describe the different types
of serious games
• Identify several strengths
and limitations in the use of
games as a teaching
strategy
• Recognize several factors
an educator should
consider before selecting
or developing a game
Learning Theory:
Constructivism: student-
centered, active learning that
builds upon previous
knowledge base.
Types of Games:
• Social & Cooperative:
Jeopardy, Monopoly, Who
wants to be a millionaire
• Simulations/Role Playing:
Replicate real-life situations,
can involve an elaborate
amount technology
(simulated lab)
• Virtual Environments:
Second life, Simschool
GAMES AS A TEACHING
STRATEGY
Strengths Limitations
Promotes active learning Does not fit all learning styles
Provides immediate feedback Can create a competitive
environment
Promotes critical thinking Requires control of the learning
environment
Can make learning enjoyable Time intensive
Decreases anxiety in learning Can be costly
Stimulates student interest Can require a degree of
technological savviness
Assists in connecting theory to
practice
Takes away from other classroom/
learning activities
Danielle Herrett NUR 640
Gaming in the Classroom
• An educator must first consider the content area and develop
objectives for the game.
• After this, the educator will then determine the game’s format:
content being taught, rules, targeted audience, number of players,
and group size
• The educator acts as the facilitator during the game, keeping the
game organized and meaningful.
• Rewards can be given to winners as a public display of student
achievement.
• The game should be trailed, evaluated, and modified to best fit
student needs.
Questions for an Educator to Consider Before
Developing or Selecting a Game
• Do the objectives of the game parallel with the course
objectives?
• Does the game fit within the curriculum? Is the game relevant to
the class? Is the game for review or for deepening understanding
of the course material?
• Is the environment appropriate for the game? If the game is
digital, is the technology required readily available? Does
technological support need to be arranged?
• Is there a time limit for the game? Competition or cooperation
between teams? Or is the game to be played as individuals?
• Are the rules for the game communicated clearly? Is the game
fun?
• Does the game offer immediate feedback to students? If so, does
the feedback assist the student in modifying beliefs or
performance in order to improve?
• Does the game measure student comprehension or will it
mislead them?
(Bradshaw and Lowenstein, 2014, p. 177)
“ Game based learning is learning through the game rather
than learning to play the game.” Wu et al., (2011)
2
Games rarely succeed as “add-
ons," they must be integrated
into the overall educational
strategy (Bradshaw &
Lowenstein, 2015).
Evaluating Gaming
• Have students write their own
questions for review games
• Pre/Post test or survey
• Debriefing: after completing
a gaming activity, allow time
for students to reflect upon
and discuss what they
learned (Robb, 2012).  
Danielle Herrett NUR 640
References
Akl, E., Pretorius, R., Sackett, K., Erdley, W., Bhoopathi, P., Alfarah, Z., & Schünemann, H.
(2010). The effect of educational games on medical students' learning outcomes: A
systematic review: BEME Guide No 14. Medical Teacher, 32(1), 16-27 12p. doi:
10.3109/01421590903473969
Baid, H., & Lambert, N. (2010). Enjoyable learning: the role of humor, games, and fun activities in
nursing and midwifery education. Nurse Education Today, 30(6), 548-552 5p. doi:10.1016/
j.nedt.2009.11.007
Bastable, S. (2014). Nurse as educator: Principles of teaching and learning for nursing practice
(4th ed.). Sudbury, MA: Jones and Bartlett Publishers.
Billings, D., & Halstead, J. (2012). Teaching in nursing: A guide for faculty (4th ed.). St.
Louis: Elsevier Saunders.
Bradshaw, M. & Lowenstein, A. (2014). Innovative teaching strategies in nursing and related
health professions (6th ed.). Sudbury, MA: Jones and Bartlett Publishers.
DayBlack C., Merrill E., Konzelman L., Williams T., Hart N., (2015). Gamification: An innovative
teaching-learning strategy for the digital nursing students in a community health nursing
course. ABNF Journal, 26(4), 90-94 5p.
De Wit-Zuurendonk, L., & Oei, S. (2011). Serious gaming in women's health care. BJOG: An
International Journal of Obstetrics & Gynecology, 11817-21 5p. doi:10.1111/j.
1471-0528.2011.03176.x
3
Danielle Herrett NUR 640
Hahn, J. E., & Bartel, C. (2014). Teaching gaming with technology in the classroom: So you want to
be an educator? Nursing Education Perspectives, 35(3), 197-198 2p. doi:10.5480/10-477.1
Johnson, L., Adams Becker, S., Estrada, V., Freeman, A. (2014). NMC horizon report: 2014 Higher
Education Edition. Austin, Texas: The newmedia consortium.
LeCroy, C. (2006). Games as an innovative teaching strategy for overactive bladder and BPH.
Urologic Nursing, 26(5), 381-393 6p.
Lancaster, R. J. (2014). Serious game simulation as a teaching strategy in pharmacology. Clinical
Simulation in Nursing, 10(3), e129-37 1p. doi:10.1016/j.ecns.2013.10.005
Robb, M. K. (2012). Managing a large class environment: Simple strategies for new nurse educators.
Teaching & Learning in Nursing, 7(2), 47-50 4p. doi:10.1016/j.teln.2011.09.006
Royse, M., & Newton, S. (2007). How gaming is used as an innovative strategy for nursing education.
Nursing Education Perspectives, 28(5), 263-267 5p.
Thompson, M. E., Ford, R., & Webster, A. (2011). Effectiveness of interactive, online games in
learning neuroscience and students' perception of the games as learning tools: A pre-
experimental Study. Journal of Allied Health, 40(3), 150-155 6p.
Wu, W., Hsiao, H., Wu, P., Lin, C., & Huang, S. (2012). Investigating the learning-theory foundations
of game-based Learning: A meta-analysis. Journal of Computer Assisted Learning, 28(3),
265-279.
4

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Games as a teaching strategy worksheet

  • 1. Danielle Herrett NUR 640 Definitions: Games: activities presided over by specific rules involving varying degrees of chance in which players compete or cooperate through use of knowledge or skill in attempts to reach specific goals (Royse & Newton, 2007). Serious Games: games that have an educational purpose and non- entertainment goals (Lancaster, 2014). 1 Objectives: • Describe how the use of games in the classroom can be an effective teaching strategy • Select the learning theory that supports games as a teaching strategy • Describe the different types of serious games • Identify several strengths and limitations in the use of games as a teaching strategy • Recognize several factors an educator should consider before selecting or developing a game Learning Theory: Constructivism: student- centered, active learning that builds upon previous knowledge base. Types of Games: • Social & Cooperative: Jeopardy, Monopoly, Who wants to be a millionaire • Simulations/Role Playing: Replicate real-life situations, can involve an elaborate amount technology (simulated lab) • Virtual Environments: Second life, Simschool GAMES AS A TEACHING STRATEGY Strengths Limitations Promotes active learning Does not fit all learning styles Provides immediate feedback Can create a competitive environment Promotes critical thinking Requires control of the learning environment Can make learning enjoyable Time intensive Decreases anxiety in learning Can be costly Stimulates student interest Can require a degree of technological savviness Assists in connecting theory to practice Takes away from other classroom/ learning activities
  • 2. Danielle Herrett NUR 640 Gaming in the Classroom • An educator must first consider the content area and develop objectives for the game. • After this, the educator will then determine the game’s format: content being taught, rules, targeted audience, number of players, and group size • The educator acts as the facilitator during the game, keeping the game organized and meaningful. • Rewards can be given to winners as a public display of student achievement. • The game should be trailed, evaluated, and modified to best fit student needs. Questions for an Educator to Consider Before Developing or Selecting a Game • Do the objectives of the game parallel with the course objectives? • Does the game fit within the curriculum? Is the game relevant to the class? Is the game for review or for deepening understanding of the course material? • Is the environment appropriate for the game? If the game is digital, is the technology required readily available? Does technological support need to be arranged? • Is there a time limit for the game? Competition or cooperation between teams? Or is the game to be played as individuals? • Are the rules for the game communicated clearly? Is the game fun? • Does the game offer immediate feedback to students? If so, does the feedback assist the student in modifying beliefs or performance in order to improve? • Does the game measure student comprehension or will it mislead them? (Bradshaw and Lowenstein, 2014, p. 177) “ Game based learning is learning through the game rather than learning to play the game.” Wu et al., (2011) 2 Games rarely succeed as “add- ons," they must be integrated into the overall educational strategy (Bradshaw & Lowenstein, 2015). Evaluating Gaming • Have students write their own questions for review games • Pre/Post test or survey • Debriefing: after completing a gaming activity, allow time for students to reflect upon and discuss what they learned (Robb, 2012).  
  • 3. Danielle Herrett NUR 640 References Akl, E., Pretorius, R., Sackett, K., Erdley, W., Bhoopathi, P., Alfarah, Z., & Schünemann, H. (2010). The effect of educational games on medical students' learning outcomes: A systematic review: BEME Guide No 14. Medical Teacher, 32(1), 16-27 12p. doi: 10.3109/01421590903473969 Baid, H., & Lambert, N. (2010). Enjoyable learning: the role of humor, games, and fun activities in nursing and midwifery education. Nurse Education Today, 30(6), 548-552 5p. doi:10.1016/ j.nedt.2009.11.007 Bastable, S. (2014). Nurse as educator: Principles of teaching and learning for nursing practice (4th ed.). Sudbury, MA: Jones and Bartlett Publishers. Billings, D., & Halstead, J. (2012). Teaching in nursing: A guide for faculty (4th ed.). St. Louis: Elsevier Saunders. Bradshaw, M. & Lowenstein, A. (2014). Innovative teaching strategies in nursing and related health professions (6th ed.). Sudbury, MA: Jones and Bartlett Publishers. DayBlack C., Merrill E., Konzelman L., Williams T., Hart N., (2015). Gamification: An innovative teaching-learning strategy for the digital nursing students in a community health nursing course. ABNF Journal, 26(4), 90-94 5p. De Wit-Zuurendonk, L., & Oei, S. (2011). Serious gaming in women's health care. BJOG: An International Journal of Obstetrics & Gynecology, 11817-21 5p. doi:10.1111/j. 1471-0528.2011.03176.x 3
  • 4. Danielle Herrett NUR 640 Hahn, J. E., & Bartel, C. (2014). Teaching gaming with technology in the classroom: So you want to be an educator? Nursing Education Perspectives, 35(3), 197-198 2p. doi:10.5480/10-477.1 Johnson, L., Adams Becker, S., Estrada, V., Freeman, A. (2014). NMC horizon report: 2014 Higher Education Edition. Austin, Texas: The newmedia consortium. LeCroy, C. (2006). Games as an innovative teaching strategy for overactive bladder and BPH. Urologic Nursing, 26(5), 381-393 6p. Lancaster, R. J. (2014). Serious game simulation as a teaching strategy in pharmacology. Clinical Simulation in Nursing, 10(3), e129-37 1p. doi:10.1016/j.ecns.2013.10.005 Robb, M. K. (2012). Managing a large class environment: Simple strategies for new nurse educators. Teaching & Learning in Nursing, 7(2), 47-50 4p. doi:10.1016/j.teln.2011.09.006 Royse, M., & Newton, S. (2007). How gaming is used as an innovative strategy for nursing education. Nursing Education Perspectives, 28(5), 263-267 5p. Thompson, M. E., Ford, R., & Webster, A. (2011). Effectiveness of interactive, online games in learning neuroscience and students' perception of the games as learning tools: A pre- experimental Study. Journal of Allied Health, 40(3), 150-155 6p. Wu, W., Hsiao, H., Wu, P., Lin, C., & Huang, S. (2012). Investigating the learning-theory foundations of game-based Learning: A meta-analysis. Journal of Computer Assisted Learning, 28(3), 265-279. 4