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Brain involvement in the use of games in nursing education

机译:大脑参与护理教育中游戏的使用

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In this high-speed world in which everything is technologically driven, higher education also needs to incorporate technology into the scope of teaching pedagogy. Aligning educational games with the nursing curriculum is one way to address the need for technologically knowledgeable learners. Learning occurs in gaming environment is experimental, and constructive. Albeit, threading them in the nursing curriculum required in-depth knowledge about understanding brain involvement in this process.? Nurse educators can thread gaming into the nursing content to ensure that learning occurs in a friendly environment. Learning games stimulates the release of dopamine in the midbrain, and the learning becomes part of long-term memory. The games must challenge and augment students’ interest so they get involved in the learning journey. The challenging environment, with clearly listed goals and ongoing feedback enhances learners’ interest and learning become part of their long-term memory. Gaming is an incomparable way of helping nursing students to learn actively and master learning skills. This literature review will discuss the phenomenon of gaming in education, the parts of brain that involved in educational games, scaffolding teaching and learning theories in designing educational games to improve and at last highlight the significance of gaming in nursing pedagogy. Use of games will open new horizon of possibilities to address various learning of different kinds of learners. This paper will act as a foundation to better comprehend the effective use of virtual world in academia.
机译:在这个一切都由技术驱动的高速世界中,高等教育还需要将技术纳入教学法的范围。使教育游戏与护理课程保持一致是解决对技术知识渊博的学习者的需求的一种方法。在游戏环境中进行学习是实验性的和建设性的。尽管将它们纳入护理课程中需要了解有关大脑参与此过程的深入知识。护士教育者可以将游戏融入护理内容中,以确保在友好的环境中进行学习。学习游戏会刺激中脑中多巴胺的释放,而学习则成为长期记忆的一部分。游戏必须挑战并增强学生的兴趣,以便他们参与学习之旅。具有挑战性的环境,清晰列出的目标和持续不断的反馈,可以提高学习者的兴趣,学习成为他们长期记忆的一部分。游戏是帮助护理学生积极学习和掌握学习技能的无与伦比的方法。这篇文献综述将讨论教育中的游戏现象,教育游戏中涉及的大脑部分,设计教育游戏中的脚手架教学理论,以改善游戏,最后强调游戏在护理学教学中的重要性。游戏的使用将为解决不同类型学习者的各种学习开辟新的可能性。本文将作为基础,以更好地理解学术界对虚拟世界的有效使用。

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