2011
DOI: 10.3928/01484834-20110531-04
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Nursing Students’ Attitudes Toward Video Games and Related New Media Technologies

Abstract: Little is known about Millennial nursing students' attitudes toward computer games and new media in nursing education and whether these attitudes differ between undergraduates and graduates. This study elicited nursing students' experience with computer games and new media, their attitudes toward various instructional styles and methods, and the role of computer games and new media technologies in nursing education. We e-mailed all nursing students enrolled in two universities to invite their participation in … Show more

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Cited by 49 publications
(31 citation statements)
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“…Serious games could be beneficial in the long term, as they could simulate learning environments, which are difficult to learn or practise in real situations due to resource and time constraints, such as training for surgical operations or dental public health. Whilst healthcare learners seemed to have positive attitudes towards the use of video games in education, faculty members might not do so, as they might have views towards the use of games to learners; however, there is no clear supporting argument . In addition, there were surveys reporting that academic staff seemed to have positive perceptions towards the use of digital games in education …”
Section: Discussionmentioning
confidence: 99%
See 2 more Smart Citations
“…Serious games could be beneficial in the long term, as they could simulate learning environments, which are difficult to learn or practise in real situations due to resource and time constraints, such as training for surgical operations or dental public health. Whilst healthcare learners seemed to have positive attitudes towards the use of video games in education, faculty members might not do so, as they might have views towards the use of games to learners; however, there is no clear supporting argument . In addition, there were surveys reporting that academic staff seemed to have positive perceptions towards the use of digital games in education …”
Section: Discussionmentioning
confidence: 99%
“…This coincides with the definition of serious games by Michael and Chen that entertainment is not a main purpose of serious games, but it does not mean that there is no entertaining element in serious games. Kron et al and Lynch‐Sauer et al surveyed medical and nursing students, respectively, and both studies reported students were interested in the use of serious games. Therefore, serious games should be applied to healthcare education due to their ability to engage and motivate learners in an interactive environment.…”
Section: Discussionmentioning
confidence: 99%
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“…Group work is the most common teaching and learning method espoused as meeting the needs of Generation Y students, based on the their experience with gaming, participation in social networking, and being connected 24/7. While not all students are experienced gamers or involved in social networking (Hills, Ryan, Smith, & WarrenForward, 2014;Lynch-Sauer et al, 2011), the desire to work in groups has been identified by many as a teaching and learning preference of this generational group (Oblinger & Oblinger, 2005;Prensky, 2006). Arhin and Cromier (2007) identified that this educational approach is a transformational pedagogy that enables students to voice their opinions, discuss ideas, and develop critical thinking skills, abilities often promoted as essential to the graduating competence of health care students.…”
Section: Community Service/service Learningmentioning
confidence: 99%
“…28 Similarly, Millennial nursing students also support the use of gaming and new media technologies in nursing education. 29 Specific to pharmacy education, Persky and colleagues 30 developed and evaluated three interactive games designed to review material and promote critical thinking skills in a basic and clinical pharmacokinetics course. Overall, games appeared to have a positive impact on grades and students found the games enjoyable.…”
Section: Implications Of Games In Pharmacy and Health Care Educationmentioning
confidence: 99%