Bibliography: p. 29-47.
|Statement||Amy E. Zelmer, A.C. Lynn Zelmer.|
|Series||CHES technical publications -- no. 3, CHES technical publications (Canadian Health Education Society) -- no. 3|
|Contributions||Zelmer, A. C. Lynn, 1943-|
|LC Classifications||RA440.5 Z4|
|The Physical Object|
|Pagination||iv, 47 p. --|
|Number of Pages||47|
Game-Based Teaching and Simulation in Nursing and Health Care provides practical strategies for developing, integrating, and evaluating new and emerging technology, specifically game-based learning methods, useful in nursing and clinical health sciences education. The text draws upon existing models of experiential learning such as Benner's "thinking-in-action" and "novice-to-expert" . This article describes the use of simulation as an innovative teaching strategy to prepare students in providing end-of-life care. The authors describe how an end-of-life scenario using high-ﬁdelity simu-lation and an experiential gaming simulation, Seasons of Loss, were used to enhance the curriculum. This paper demonstrates the relationship between research on the brain and the process of simulation/gaming as a teaching strategy. It provides advocates and users of the process with evidence that simulation/gaming facilities learning because it is a brain-compatible teaching strategy. Games in Health Education: A Survey of Pre-service Teachers: /ch Studies indicate that teachers are not effectively encouraging appropriate health and well-being strategies among their students (Turcotte, Gaudreau, & Otis.
Virtual simulation (and serious gaming) presents a viable, cost-effective training option for community health nursing trainees, providing the opportunity to practise within an interactive, engaging, and safe environment. VGS, a type of virtual simulation, is based on an experiential teaching-learning approach that uses a computer-platform and is informed by both serious gaming and simulation pedagogies. Health History Interview - Virtual Gaming Simulation by Jennifer Lapum, Michelle Hughes, Joy Garmaise-Yee, Sara Richie, Sherry Espin, Don Rose, Susana Neves-Silva, Oona St-Amant, and Anneke Rumens is licensed under a Creative Commons Attribution-NonCommercial International License, except where otherwise noted. About this journal For more than five decades, Simulation & Gaming (S&G): An Interdisciplinary Journal of Theory, Practice and Research has served as a leading international forum for the exploration and development of simulation/gaming methodologies used in education, training, consultation, and research.
For more than five decades, Simulation & Gaming has served as a leading international forum for the study and discussion of simulation/gaming methodologies used in education, training, healthcare, consultation, and research. This outstanding quarterly journal not only examines the methodologies, but also explores their application to real-world problems and situations. Simulation and Gaming for Mathematical Education: Epistemology and Teaching Strategies provides leading research on ways for various learning environments to be created referring to math didactics through redefinition and reassessment of teaching experiences. A defining collection of field advancements, this publication gradually leads readers. To achieve this aim, innovative teaching methods are often deployed, including games and simulations, which form the subject of this paper. As the field of digital games and simulations is ever maturing, this paper attempts to systematically review the literature relevant to games and simulation pedagogy in higher education. Objective: Motivating clients to change the health behaviour, and maintaining an interest in exercise programmes, is an ongoing challenge for health educators. With new developments in technology, simulation and gaming are increasingly being considered as ways to motivate users, support learning and promote positive health behaviours. The purpose of the present study was to develop an exercise.