Simulation, virtual worlds, and game mechanics are increasingly being used in nursing education to provide engaging and effective learning experiences. Simulation allows students to practice skills in realistic clinical scenarios while receiving immediate feedback in a safe environment. Virtual worlds promote social interaction and exploratory learning through computer-simulated representations. Games enhance learning through competitive and goal-oriented mechanics. These tools are expected to increasingly supplement and potentially replace traditional teaching methods by offering interactive, flexible, and transparent learning while improving outcomes like knowledge, skills, self-confidence, and patient safety.
1. Simulation, Virtual Worlds and
Game Mechanics in Nursing
Education
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2.
3. Introduction
• Improved development of nursing information has promoted nursing
education. It has enabled educators to apply better education tools
such as Virtual Worlds, Simulation, and Game Mechanics (McGonigle.
& Mastrian, 2022). They offer an engaging, effective and efficient
educational experience to promote the nursing outcome.
4. Simulation
• Simulation refers to imitations of real circumstances or real-life
events. They can be applied to facilitate practicing skills and replicable
in a clinical scenario (ANA, 2022). They are usually considered less fun
to use but more realistic than games.
5. Game Mechanics
• It refers to instructions, rules, constructs, and
direction that interacts with the learner during the
learning process (Pellas et al., 2021). Games'
competitive and goal oriented nature enhances
interactions and promotes the learning process.
Games are light-hearted and fun to play (HIMSS,
2022).
6. Virtual Worlds
•Virtual Worlds refers to a representation of a
world with physical and specific spatial
characteristic (Ghanbarzadeh & Ghapanchi,
2021). Users tend to interact through computer-
simulated representations (McGonigle. &
Mastrian, 2022). They promote social
interactions and exploratory learning.
7.
8. Current Use in Nursing Education
• Vsim: support application of cognitive nursing skills
• CliniSpace: 3-dimensional representation of a health care setting
• ShadowHealth: digital clinical experience supporting the interaction
of student nurses
• Body explorer: combines physical reality with visual reality (HIMSS,
2022)
• MicrosoftHoloLens: mixed reality is worn on the head to support
viewing of high definition holograms
9. Future Use in Nursing Education
• Simulation, virtual Worlds and Game Mechanics in Nursing Education
are likely to supplement, augment or replace traditional teaching
methods in future nursing education (McGonigle. & Mastrian, 2022).
Technological advancement is expected to transform nursing
education
10. Effectiveness
• Teaches both students and their teachers to enhance knowledge
• Enable realistic context
• Provides immediate feedback
• Offers controlled and safe environments
• Promote efficiency and realism
11. Effectiveness Continuation
• It reduces harm to practitioners by promoting a safe working
environment
• Improves self-confidence
• Promotes flexibility and transparency (McGonigle. & Mastrian, 2022)
• It offers an interactive environment
• Increases knowledge
12. Limitations
• Simulation promotes patient safety by influencing positive behavioral
changes and attitudes.
• It reduces adverse effects and improves the well-being of patients.
• Promotes collaboration among nurses (ANA, 2022)
• Promotes the development of competitive leadership skills
• Encourages clinical reasoning
• Promote safe nursing care
13. References
Healthcare Information and Management Systems Society [HIMSS] (2022). What Is Nursing
Informatics? Retrieved from https://www.himss.org/resources/what-nursing-informatics
McGonigle, D. & Mastrian, K. (2022). Nursing Informatics and the Foundation of Knowledge
(5th ed.). Jones and Bartlett Publishers.
The American Nurses Association [ANA] (2022). Guidelines for using social media. Retrieved
from https://www.nursingworld.org/social/
Pellas, N., Mystakidis, S., & Christopoulos, A. (2021). A Systematic Literature Review on the User
Experience Design for Game-Based Interventions via 3D Virtual Worlds in K-12 Education.