Nursing Review Issue 1 | Jan-Feb 2018 | Page 31

technology Another one was a handovers type game where the students could learn medical abbreviations. They get to hear them. The game involved catching the abbreviations in the form of little capsules that fell down from the sky, and you had to capture the right ones, which had the abbreviation that you were told to get. And the other one had 11 games and had subsections on themes of obesity and nutrition. Basically, some of the gameplay was really simple, such as hangman and tic-tac-toe, and there were mini games and coding mini games as well. Basically, there’s not a huge amount that focuses specifically on nursing, and that’s something we found in our study, but these games all showed promise. And we know from other areas outside of nursing that games are very engaging for students, particularly if you’ve got educational content where the students need a lot more exposure and repetition and practice. The teacher just can’t give that in the classroom, but you can do a bit more of this repetition and redo scenarios and situations and become familiar with nursing content, if you are given the opportunity to do so in a game. And they just start the game over again and they get exposed to the same materials over again until they become very familiar with it. What are some of the other benefits that gaming brings about above that of other methods of learning, and what are some of the potential issues that come with video gaming? The benefits of games, if you have educational content, which you don’t have enough time to deal with face to face, might be just becoming familiar with medical terminology or it might be something like walking students through a decision-making process, a nursing decision. It’s very hard to give attention to students one-on-one, but you can set up a nursing decision-making game and you can give them decision points, and at each point they get options or they might type in some response, and the game can automatically give feedback to the student and interact with them personally. So every time a student plays a game, it’s a one-on-one experience for them, and you know that you’re giving the student accurate information. And you don’t need to have just a correct or incorrect answer. It might be that the answer the student selects in a game or offers in a game is somewhat correct, but there’s probably a better option. They may be given, let’s say, a reward system; they may not get 100 points, they may only get 60 points, but they’ll still get a reward for doing something which is useful, even if it wasn’t exactly correct, because decision-making is not very black and white sometimes when it comes to nursing. The student might go through a whole scenario with maybe 20 decision points, look at their score and say, “Oh, I could do better,” then go back through it. Now, while they’re doing that, they’re actually learning. They’re learning about the options available, they’re getting feedback on the options that they’re choosing. It’s a safe environment, they’re not doing this on real patients, they’re just walking through a scenario a few times. They’re motivated, and they can explore their decisions. In a game, they can deliberately choose a wrong decision to see what happens, and it might be built into the game that the patient is shown to have a very negative reaction and they can actually see, “Oh, gosh, is that what happens if I make a choice?” The student can take risks and have a bit of fun and explore, and that’s not really possible in a classroom situation. First of all, we don’t have the time to spend one-on-one walking through scenarios with students. And students can practise with each other if they like, but often wi