6,610 research outputs found

    Putting theory oriented evaluation into practice

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    Evaluations of gaming simulations and business games as teaching devices are typically end-state driven. This emphasis fails to detect how the simulation being evaluated does or does not bring about its desired consequences. This paper advances the use of a logic model approach which possesses a holistic perspective that aims at including all elements associated with the situation created by a game. The use of the logic model approach is illustrated as applied to Simgame, a board game created for secondary school level business education in six European Union countries

    The Effect of Virtual Clinical Gaming Simulations on Student Learning Outcomes in Medical-Surgical Nursing Education Courses

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    The purpose of this study was to determine what the effects of virtual clinical simulation instruction were on the learning outcomes of students in higher education medical-surgical nursing education courses. This study fills a gap in the literature by adding data to the body of knowledge related to the use of this strategy for practical application in the classroom. This study used a causal comparative design. Data were acquired from the ATI Content Mastery Series (CMS) 2.1 Medical Surgical Examination ™ information for the fall 2006 through fall 2008 academic semesters. Additionally, data were collected using a pre- and post-course Medical-Surgical Nursing Self-Assessment Survey administered to the medical-surgical virtual clinical simulation comparison group during the fall 2008 semester. Participants were higher education undergraduate medical surgical nursing students at one urban private university enrolled during the 2008-2009 academic year. Students were fluent English speakers and had a grade point average (GPA) of 2.5 or greater in nursing coursework. Participation in the survey was voluntary. Benefits of the research included positive effects of using virtual clinical simulation to deliver medical-surgical nursing content. Findings revealed that students who received virtual clinical simulation instruction significantly demonstrated (p = .000) for medical surgical content mastery and 100% of students demonstrated positive growth (p = .000) in perceived competency. Results empower nursing stakeholders such as administrators, program chairs, faculty, and students with information for decision-making about learning outcomes, limitations, and recommendations related to the use of virtual clinical simulations in medical-surgical nursing education courses

    Evaluating Tactical Combat Casualty Care Training Treatments Effects On Combat Medic Trainees In Light Of Select Human Descripti

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    The use of military forces in urban operations has increased considerably over the past years. As illustrated by the current conflict in Iraq, the Army finds itself fighting its toughest battles in urban areas facing unconventional forces. Soldiers face many threats in hostile fire environments, whether conducting large-scale mechanized warfare, low-intensity conflicts, or operations other than war. Through 1970, there has been no demonstrable reduction in battlefield mortality rate as a percentage of all casualties since data was kept since before the Civil War. For that period of time, nearly all the reduction in overall mortality rate occurred through reduced mortality in Hospital Chain. As of 1970, about 90 percent of all combat deaths occur before a casualty reaches a definitive care facility. Tactical Combat Casualty Care (TCCC), also known as TC3, is the pre-hospital care rendered to a casualty in a combat environment. The application of TCCC principles during a tactical combat environment has proven highly effective and is a major reason why combat deaths in latest conflicts (Operation Iraqi Freedom and Operation Enduring Freedom) are lower than in any other conflict in the history of the United States. The Army continues to emphasize reducing battlefield mortality rate. Current tools and methods used for initial skills and sustainment training of combat medics throughout the Army are insufficient. New technologies are needed to provide medics with greater opportunities to develop and test their decision making and technical medical skills in multiple, COE-relevant, training scenarios. In order to address some of these requirements, the U.S. Army Research Development and Engineering Command, Simulation and Training Technology Center (RDECOM-STTC) is developing the 68W - Tactical Combat Casualty Care Simulation (TC3 Sim) for the US Army Medical Department (AMEDD) Center & School at Fort Sam Houston. The Army is considering the use of the TC3 Sim game as a tool to improve the training of individual Soldiers as well as improve the readiness of combat medics. It is the intent of this research to evaluate the effectiveness of instructional games in general and the use of the TC3 game in particular for teaching the concepts of tactical combat casualty care. Experiments were conducted to evaluate the training effectiveness of this tool in supporting the 68W10 Healthcare Specialist Course program of instruction (POI). The goal of this research is to address important questions such as: Is this game an effective tool to train Soldiers the aspects of TC3? Can knowledge gain through the use of the simulation be transferred into task related situations? How can this tool be incorporated in the current POI in order to increase training effectiveness

    Level up learning: a national survey on teaching with digital games

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    Digital games have the potential to transform K-12 education as we know it. But what has been the real experience among teachers who use games in the classroom? In 2013, the Games and Learning Publishing Council conducted a national survey among nearly 700 K-8 teachers. The report reveals key findings from the survey, and looks at how often and why teachers use games in the classroom, as well as issues they encounter in their efforts to implement digital games into their practice

    MS

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    thesisThe purpose of this study was to design a model of an educationally sound instructional, unit that would assist students in medical laboratory science to develop competent skills in the process of problem-solving. General guidelines incorporated from various learning and problem-solving theories provide the foundation for the data design of the instructional unit. This instructional unit was developed to illustrate the technique of simulation. It was anticipated that simulation could provide a relevant learning experience for he student and eliminate the constraints imposed by the real world. The computer was selected as the mode of presentation to manage this complexity

    Accommodating the Needs of Field Dependent Learners in Simulation Gaming Environments

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    The field dependency and independency cognitive style affects the academic performance of students. It has been generally accepted that the needs of field dependent students could be accommodated in learning environments. The purpose of this study was to examine the effects of two instructional support features (model transparency and feedback) on the performance of field dependent and field independent students in a Web-based simulation environment. In this study, there were two treatment groups. One group, consisting of 14 participants, received a black-box simulation (no model transparency) with no feedback (black-box + no feedback), and another group, consisting of 8 participants, received a glass-box simulation (with model transparency) with feedback feature (glass-box + feedback). The model transparency was provided in text-only format. The feedback was diagnostic and immediate. To assess the participants’ cognitive style, the Group Embedded Figures Test (GEFT) was implemented. The participants’ achievements were evaluated with a performance assessment method that showed the near-transfer skills. The results of this study revealed that the simulation performance was similar for both the participants interacting with the glass-box simulation with feedback feature and the participants interacting with the black-box simulation with no feedback feature. There was no statistically significant correlation between participants’ degree of field independency (GEFT scores) and their simulation performance. Finally, there was no interaction between the treatments and the cognitive style of participants. Significant performance differences were reported in the literature for field dependent and field independent students in learning environments. The results of this study were contradictory to the literature review. Directions for future research are discussed

    Effect of Simulation Techniques and Lecture Method on Students’ Academic Performance in Mafoni Day Secondary School Maiduguri, Borno State, Nigeria

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    The study examined the effect of simulation technique and lecture method on students’ academic performance in Mafoni Day Secondary School, Maiduguri. The study used both simulation technique and lecture methods of teaching at the basic level of education in the teaching/learning environment. The study aimed at determining the best predictor among the two variables. Using quasi-experiment as a design for this study, a sample of ninety students was purposively sampled across the 3 levels of junior secondary classes in the school. Instrument called basic science achievement test (BASAT) was used as a guide for testing the academic performance of basic science students across the levels both in experimental and control groups. Using t-test of independent variable, the study found simulation technique very significant predictor of as the mean performances of student taught with simulation game technique was much higher and better than those taught using lecture method in the cause of lesson presentation in their respective class. It was recommended among others that teacher should make effective use of simulation techniques method in lesson delivery as it shows to be more promising in enhancing students’ academic performance at the basic level of education in Mafoni Day Secondary School, Maiduguri, Nigeria. Keywords: Simulation Games Techniques, Lecture Method, Basic Education, Role play Instructional Strategy

    Enhancing Critical Thinking Disposition and Clinical Judgment Skills in Senior BSN Students via Electronic Interactive Simulation

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    ProblemThe problem investigated in this study was the lack of empirical evidence available regarding the effectiveness of electronic interactive simulation (EIS) for developing critical thinking disposition and clinical judgment skills in the senior baccalaureate nursing student. AimThe aim of this study was to identify an effective method of experiential learning simulation that may be independently accessed by the learner with a goal of enhancing critical thinking disposition and clinical judgment skills of senior baccalaureate student nurses (BSN). PurposeThe purpose of this experimental study was to compare the effects of EIS to traditional paper case studies on the critical thinking disposition and clinical judgment skills, measured by accuracy and efficiency of situational decision making, of senior nursing students enrolled in baccalaureate nursing programs in the United States. MethodsOne hundred and seventeen senior nursing students completed the randomized control study by using either the EIS or paper case study learning intervention. Repeated measures ANOVA and nonparametric tests were used to test the hypotheses that senior BSN who participate in EIS of real-life clinical scenarios over a period of two weeks will experience significant increases in clinical judgment and critical thinking disposition compared to students who receive traditional paper case study simulation. FindingsResults showed that participants who used EIS over a two-week period increased their scores for critical thinking disposition overall and on three of the subscales. Results also indicated a positive trend, greater than the comparison group, on the remaining subscales. It is noted that many scores for the Case Study group actually decreased, suggesting that this method had a stifling effect on the development of critical thinking disposition. Retention and application of learned information was apparent for both groups, however, there was a trend for a greater change in the EIS group compared to the Case Study group. Additional research is needed to explore the effectiveness of this emerging pedagogy to add to what is known about the effects of experiential learning in the healthcare professions

    Game Assessment For Miltary Application

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    The primary purpose of conducting this research was to establish game assessment guidelines and characteristics for integrating elected characteristics of games into ongoing instructional approaches. The cost of repurposing commercial-off-the-shelf (COTS) games could offer a considerably lower cost alternative than the cost of creating a new instructional game developed for a specific instructional goal. The McNeese Game Assessment Tool (MGAT), created for the assessment of games in this usability study, is currently in a beta stage and was found to have potential for future game assessment. The overall assessment indicated that the tool was effective in analyzing game products for reuse potential and that the five instruments that make up the tool did meet the purpose of the design. However, the study also indicated that the instruments needed recommended modifications and further testing with a larger population group before the tool could be utilized. The assessment process identified in this study was a step forward in the area of game and simulation integration research. This study indicated that more research is needed in the area of instructional design to enhance instructional integration goals for future game, simulation and training applications
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