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Title:Serious Digital Game-Based Learning in Nursing Education : Empowering Students for Clinical Competence
Authors:ID Tosun, Betül (Author)
ID Yava, Ayla (Author)
Files:.pdf ZUP_Tosun_Betul_2025.pdf (152,12 KB)
MD5: 788A09DA4D8F232C4CDDFC326FB46922
 
Language:English
Work type:Not categorized
Typology:1.16 - Independent Scientific Component Part or a Chapter in a Monograph
Organization:ZUP - University of Primorska Press
Abstract:The evolution of technology in the era of digital transformation has significantly impacted the landscape of healthcare education, ushering in a paradigm shift in the way knowledge is imparted. This shift, accelerated by the imperative for online learning due to disruptions in traditional, in-person education caused by the COVID-19 pandemic, has compelled nursing educators to revamp existing curricula. Amidst these changes, digital educational applications, notably serious games, have gained prominence. Serious games are interactive computer applications designed with the aim of imparting specific learning objectives to players. Featuring challenging goals, engaging design, and scoring systems, serious games are believed to motivate students and aid in goal achievement. While the popularity of serious games in healthcare education is on the rise, their usage in nursing education has generally shown positive outcomes. This review aims to evaluate mobile-based serious games on the clinical competency development of undergraduate nursing students.
Keywords:healthcare education, serious games, clinical competency, nursing, nursing education
Publication status:Published
Publication version:Version of Record
Publisher:Založba Univerze na Primorskem
Year of publishing:2025
PID:20.500.12556/RUP-22312 This link opens in a new window
ISBN:9789612934675
DOI:https://doi.org/10.26493/978-961-293-467-5.18 This link opens in a new window
Publication date in RUP:22.12.2025
Views:149
Downloads:0
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Record is a part of a monograph

Title:International perspectives on effective teaching and learning in digital education
Editors:Andreja Klančar, Tina Štemberger, Mirko Prosen, Sabina Ličen
Place of publishing:Koper
Publisher:University of Primorska Press
Year of publishing:2025
ISBN:978-961-293-467-5
COBISS.SI-ID:236006915 This link opens in a new window

Licences

License:CC BY-SA 4.0, Creative Commons Attribution-ShareAlike 4.0 International
Link:http://creativecommons.org/licenses/by-sa/4.0/
Description:This Creative Commons license is very similar to the regular Attribution license, but requires the release of all derivative works under this same license.

Secondary language

Language:Slovenian
Title:Resno digitalno učenje na podlagi iger v izobraževanju zdravstvenih delavcev : opolnomočenje študentov za klinično kompetenco
Abstract:Razvoj tehnologije v obdobju digitalne transformacije je pomembno vplival na izobraževanje na področju zdravstvene nege, saj je povzročil premik v načinih posredovanja znanja. Ta premik, ki ga je dodatno pospešila potreba po spletnem učenju zaradi motenj v tradicionalnem, neposrednem izobraževanju med pandemijo covida-19, je izobraževalce v zdravstveni negi prisilil k preoblikovanju obstoječih učnih načrtov. V sklopu teh sprememb so digitalne izobraževalne aplikacije, zlasti resne igre, pridobile na pomembnosti. Resne igre so interaktivne računalniške igre, zasnovane z namenom posredovanja specifičnih učnih ciljev. Z vključevanjem zahtevnih ciljev, privlačne zasnove in sistemov točkovanja naj bi resne igre motivirale študente ter jim pomagale pri doseganju ciljev. Priljubljenost resnih izobraževalnih iger v izobraževanju na področju zdravstvene nege narašča, njihova uporaba na tem področju pa že izkazuje pozitivne rezultate. V pričujočem preglednem članku bomo predstavili vpliv mobilnih resnih izobraževalnih iger na razvoj kliničnih kompetenc pri dodiplomskih študentih zdravstvene nege.
Keywords:izobraževanje v zdravstvu, resne igre, profesionalne kompetence, zdravstvena nega, izobraževanje v zdravstveni negi


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