1989
DOI: 10.3928/0022-0124-19890301-09
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Gaming: A Teaching Strategy for Adult Learners

Abstract: Developing stimulating and innovative educational episodes poses a challenge to nurse educators. The technique of gaming is making a comeback on the educational scene as it facilitates internalization of concepts and promotes affective learning and the application of psychomotor skills. The theoretical use of gaming strategies, development, implementation, and applicability in staff development is discussed.

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Cited by 33 publications
(2 citation statements)
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“…Strategies to support affective learning should therefore be realistic and relevant (Miller, 2005) and designed to stimulate personal reflection (Bhoopathi & Sheoran, 2010). Such strategies include roleplay, reflective journalling, simulation and gaming (Akl et al, 2013;Andrusyszyn, 1989;Donlan, 2018;Lean et al, 2006;Lewis et al, 1989;Schoenly, 1994;Weigel & Bonica, 2014). In pharmacy education, additional strategies include authentic practice exposure and interaction with professional role models to facilitate professional identity development (Mylrea et al, 2017(Mylrea et al, , 2019.…”
Section: Introductionmentioning
confidence: 99%
“…Strategies to support affective learning should therefore be realistic and relevant (Miller, 2005) and designed to stimulate personal reflection (Bhoopathi & Sheoran, 2010). Such strategies include roleplay, reflective journalling, simulation and gaming (Akl et al, 2013;Andrusyszyn, 1989;Donlan, 2018;Lean et al, 2006;Lewis et al, 1989;Schoenly, 1994;Weigel & Bonica, 2014). In pharmacy education, additional strategies include authentic practice exposure and interaction with professional role models to facilitate professional identity development (Mylrea et al, 2017(Mylrea et al, , 2019.…”
Section: Introductionmentioning
confidence: 99%
“…We developed a specific methodology to train a group of congenitally blind adults, who have had already 50–70 h of past experience with SSDs, to identify complicated multi-colored images of cartoon faces. First, to engage participants in the challenging training program, lasting ~ 12 h, and to promote efficient learning 17 , 18 , we inserted the training within the ecological situation of the “Guess Who?” children’s game. Participants were familiar with the game, yet until now had no accessible way to participate in.…”
Section: Introductionmentioning
confidence: 99%