Abstract

Games are a part of students' lives. Students report playing games throughout the day on their personal devices. The use of gaming in the classroom can help the students learn important content in a safe, non-threatening environment while having fun.

Author Details

Carol Eliadi, EdD, JD, NP-BC; Edith Claros, PhD -- School of Nursing, MCPHS University, Worcester, Massachusetts, USA

Sigma Membership

Chi Theta

Type

Poster

Format Type

Text-based Document

Research Approach

N/A

Keywords:

Active Learning, Gaming, Technology

Conference Name

Nursing Education Research Conference 2018

Conference Host

Sigma Theta Tau International,National League for Nursing

Conference Location

Washington, DC, USA

Conference Year

2018

Rights Holder

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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

Additional Files

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Use of Gaming Strategies as Teaching/Learning Tools in Nursing Education

Washington, DC, USA

Games are a part of students' lives. Students report playing games throughout the day on their personal devices. The use of gaming in the classroom can help the students learn important content in a safe, non-threatening environment while having fun.