Blakely Gillian, Skirton Heather, Cooper Simon, Allum Peter, Nelmes Pam
University of Plymouth, UK.
J Adv Nurs. 2009 Feb;65(2):259-69. doi: 10.1111/j.1365-2648.2008.04843.x. Epub 2008 Nov 14.
This paper is a report of a review to investigate the use of games to support classroom learning in the health sciences.
One aim of education in the health sciences is to enable learners to develop professional competence. Students have a range of learning styles and innovative teaching strategies assist in creating a dynamic learning environment. New attitudes towards experiential learning methods have contributed to the expansion of gaming as a strategy.
A search for studies published between January 1980 and June 2008 was undertaken, using appropriate search terms. The databases searched were: British Education Index, British Nursing Index, The Cochrane Library, CINAHLPlus, Medline, PubMed, ERIC, PsychInfo and Australian Education Index.
All publications and theses identified through the search were assessed for relevance. Sixteen papers reporting empirical studies or reviews that involved comparison of gaming with didactic methods were included.
The limited research available indicates that, while both traditional didactic methods and gaming have been successful in increasing student knowledge, neither method is clearly more helpful to students. The use of games generally enhances student enjoyment and may improve long-term retention of information.
While the use of games can be viewed as a viable teaching strategy, care should be exercised in the use of specific games that have not been assessed objectively. Further research on the use of gaming is needed to enable educators to gaming techniques appropriately for the benefit of students and, ultimately, patients.
本文是一项综述报告,旨在调查利用游戏支持健康科学领域的课堂学习情况。
健康科学教育的一个目标是使学习者发展专业能力。学生有多种学习方式,创新的教学策略有助于营造动态的学习环境。对体验式学习方法的新态度推动了游戏作为一种策略的扩展。
使用适当的检索词,对1980年1月至2008年6月期间发表的研究进行了检索。检索的数据库有:《英国教育索引》《英国护理索引》《考科蓝图书馆》《护理学与健康领域数据库》《医学索引》《医学期刊数据库》《教育资源信息中心》《心理学文摘数据库》和《澳大利亚教育索引》。
对通过检索确定的所有出版物和论文进行相关性评估。纳入了16篇报告实证研究或综述的论文,这些研究涉及将游戏与传统教学方法进行比较。
现有有限的研究表明,虽然传统教学方法和游戏在增加学生知识方面都取得了成功,但两种方法对学生的帮助都不明显。游戏的使用通常能提高学生的学习乐趣,并可能改善信息的长期记忆。
虽然游戏的使用可被视为一种可行的教学策略,但在使用未经客观评估的特定游戏时应谨慎。需要对游戏的使用进行进一步研究,以使教育工作者能够适当地运用游戏技术,造福学生,并最终造福患者。