Utilizing Student Response Systems for Active Learning in Baccalaureate Nursing Courses

2.50
Hdl Handle:
http://hdl.handle.net/10755/153110
Type:
Presentation
Title:
Utilizing Student Response Systems for Active Learning in Baccalaureate Nursing Courses
Abstract:
Utilizing Student Response Systems for Active Learning in Baccalaureate Nursing Courses
Conference Sponsor:Sigma Theta Tau International
Conference Year:2009
Author:Johnson, Karen, MSN, FNP-C
P.I. Institution Name:Pittsburg State University
Title:Instructor
Co-Authors:Cheryl K. Giefer, PhD, FNP-C; Jennifer O'Brien Harris, MSN, ARNP
[Evidence-based Practice Session Presentation] Project Summary:  Using "clickers" or student response systems as an instructional method is a widespread practice in undergraduate education and is a popular trend in nursing education.  The purpose of this ongoing study is to ascertain whether comfort with using clickers as a teaching strategy improves learner outcomes.  This project compares undergraduate nursing students' perceptions of their learning after using clickers for the first time in a basic adult medical-surgical course with their perceptions of learning after using clickers the next semester in an advanced medical-surgical course.  The benefits of active learning are documented in the research and this study examines whether experience with clickers improves perceptions of student learning outcomes. Methodology:  A descriptive design was used for this quantitative study.  Participants include third semester nursing students enrolled in an Adult Medical-Surgical nursing course and fourth semester nursing students enrolled in Advanced Medical-Surgical nursing.  The Nursing Student's Perception of Clickers Survey is utilized to measure perceptions of student learning outcomes. Discussion:  "Death by PowerPoint" is being recognized as an ineffective method of instruction for today's generation of learners (millennial students).  Across the country, nursing faculty complain of students surfing the net, catching up on Facebook, sending emails, shopping, viewing photographs, etc. during class lectures.  Chickering and Gamson's Best Practices (1987) are supported by student response systems as clickers encourage active learning, emphasize time on task and provide prompt feedback to student's questions. Conclusions and Implications for Nursing Education:  Gaming has long been recognized as a valuable teaching strategy that engages the learner.  A student response system that uses a "tech toy" is a valuable method of interactive learning.  Creative teaching sometimes utilizing a gaming format such a "Jeopardy" or "Who Wants to be a Millionaire" format; clicker technology brings this method of teaching to a new level of student interaction.
Repository Posting Date:
26-Oct-2011
Date of Publication:
17-Oct-2011
Sponsors:
Sigma Theta Tau International

Full metadata record

DC FieldValue Language
dc.typePresentationen_GB
dc.titleUtilizing Student Response Systems for Active Learning in Baccalaureate Nursing Coursesen_GB
dc.identifier.urihttp://hdl.handle.net/10755/153110-
dc.description.abstract<table><tr><td colspan="2" class="item-title">Utilizing Student Response Systems for Active Learning in Baccalaureate Nursing Courses</td></tr><tr class="item-sponsor"><td class="label">Conference Sponsor:</td><td class="value">Sigma Theta Tau International</td></tr><tr class="item-year"><td class="label">Conference Year:</td><td class="value">2009</td></tr><tr class="item-author"><td class="label">Author:</td><td class="value">Johnson, Karen, MSN, FNP-C</td></tr><tr class="item-institute"><td class="label">P.I. Institution Name:</td><td class="value">Pittsburg State University</td></tr><tr class="item-author-title"><td class="label">Title:</td><td class="value">Instructor</td></tr><tr class="item-email"><td class="label">Email:</td><td class="value">kajohnso@pittstate.edu</td></tr><tr class="item-co-authors"><td class="label">Co-Authors:</td><td class="value">Cheryl K. Giefer, PhD, FNP-C; Jennifer O'Brien Harris, MSN, ARNP</td></tr><tr><td colspan="2" class="item-abstract">[Evidence-based Practice Session Presentation] Project Summary:&nbsp; Using &quot;clickers&quot; or student response systems as an instructional method is a widespread practice in undergraduate education and is a popular trend in nursing education.&nbsp; The purpose of this ongoing study is to ascertain whether comfort with using clickers as a teaching strategy improves learner outcomes.&nbsp; This project compares undergraduate nursing students' perceptions of their learning after using clickers for the first time in a basic adult medical-surgical course with their perceptions of learning after using clickers the next semester in an advanced medical-surgical course.&nbsp; The benefits of active learning are documented in the research and this study examines whether experience with clickers improves perceptions of student learning outcomes. Methodology:&nbsp; A descriptive design was used for this quantitative study.&nbsp; Participants include third semester nursing students enrolled in an Adult Medical-Surgical nursing course and fourth semester nursing students enrolled in Advanced Medical-Surgical nursing.&nbsp; The Nursing Student's Perception of Clickers Survey is utilized to measure perceptions of student learning outcomes. Discussion:&nbsp; &quot;Death by PowerPoint&quot; is being recognized as an ineffective method of instruction for today's generation of learners (millennial students). &nbsp;Across the country, nursing faculty complain of students surfing the net, catching up on Facebook, sending emails, shopping, viewing photographs, etc. during class lectures.&nbsp; Chickering and Gamson's Best Practices (1987) are supported by student response systems as clickers encourage active learning, emphasize time on task and provide prompt feedback to student's questions. Conclusions and Implications for Nursing Education:&nbsp; Gaming has long been recognized as a valuable teaching strategy that engages the learner.&nbsp; A student response system that uses a &quot;tech toy&quot; is a valuable method of interactive learning.&nbsp; Creative teaching sometimes utilizing a gaming format such a &quot;Jeopardy&quot; or &quot;Who Wants to be a Millionaire&quot; format; clicker technology brings this method of teaching to a new level of student interaction.</td></tr></table>en_GB
dc.date.available2011-10-26T12:03:00Z-
dc.date.issued2011-10-17en_GB
dc.date.accessioned2011-10-26T12:03:00Z-
dc.description.sponsorshipSigma Theta Tau Internationalen_GB
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