Abstract

The innovation presented is a cooperative game designed to teach content and promote intraprofessional and interprofessional collaboration and teamwork. The game is unique in that it is simple to adapt to any teaching plan, simple to play with any number of players, consists of common and inexpensive materials, and provides content rather than reviews it. This presentation will share how course objectives can be met by utilizing cooperative gaming. During the presentation, the process of how to adapt the game to any content and a demonstration of how to play it will be included. This presentation will share the implementation and outcomes of a cooperative gaming experience in the classroom and simulation setting. Student and faculty responses to the game will also be shared. The evidence shows that individual learning does not have the added benefit of promoting collaboration and critical thinking. However, cooperative gaming has been used less frequently than many other strategies. Cooperative gaming has shown to be effective in promoting intra- and inter-professional collaborative practice to teach critical reasoning. This type of learning is well-suited for learning content within the health sciences as it simulates the type of work graduates will be doing.

Author Details

Robin Lockhart, MSN, PhD(c), RN, CNE; Kathleen M. Williamson, MSN, PhD, RN; Melody Chandler, MSN, RN

Sigma Membership

Non-member

Lead Author Affiliation

International Nursing Association for Clinical Simulation and Learning (INACSL)

Type

Presentation

Format Type

Text-based Document

Study Design/Type

N/A

Research Approach

N/A

Keywords:

Gaming, Education, Clinical Reasoning

Conference Name

INACSL Conference

Conference Host

International Nursing Association for Clinical Simulation and Learning

Conference Location

Washington, D.C., USA

Conference Year

2017

Rights Holder

All rights reserved by the author(s) and/or publisher(s) listed in this item record unless relinquished in whole or part by a rights notation or a Creative Commons License present in this item record.

All permission requests should be directed accordingly and not to the Sigma Repository.

All submitting authors or publishers have affirmed that when using material in their work where they do not own copyright, they have obtained permission of the copyright holder prior to submission and the rights holder has been acknowledged as necessary.

Review Type

Abstract Review Only: Reviewed by Event Host

Acquisition

Proxy-submission

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Innovation in teaching: Clinical reasoning through cooperative gaming

Washington, D.C., USA

The innovation presented is a cooperative game designed to teach content and promote intraprofessional and interprofessional collaboration and teamwork. The game is unique in that it is simple to adapt to any teaching plan, simple to play with any number of players, consists of common and inexpensive materials, and provides content rather than reviews it. This presentation will share how course objectives can be met by utilizing cooperative gaming. During the presentation, the process of how to adapt the game to any content and a demonstration of how to play it will be included. This presentation will share the implementation and outcomes of a cooperative gaming experience in the classroom and simulation setting. Student and faculty responses to the game will also be shared. The evidence shows that individual learning does not have the added benefit of promoting collaboration and critical thinking. However, cooperative gaming has been used less frequently than many other strategies. Cooperative gaming has shown to be effective in promoting intra- and inter-professional collaborative practice to teach critical reasoning. This type of learning is well-suited for learning content within the health sciences as it simulates the type of work graduates will be doing.