2.50
Hdl Handle:
http://hdl.handle.net/10755/623862
Category:
Full-text
Format:
Text-based Document
Type:
Poster
Level of Evidence:
N/A
Research Approach:
N/A
Title:
Use of Gaming Strategies as Teaching/Learning Tools in Nursing Education
Author(s):
Eliadi, Carol; Claros, Edith
Lead Author STTI Affiliation:
Chi Theta
Author Details:
Carol Eliadi, EdD, JD, NP-BC; Edith Claros, PhD -- School of Nursing, MCPHS University, Worcester, Massachusetts, USA
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.

Keywords:
Active Learning; Gaming; Technology
Repository Posting Date:
15-Mar-2018
Date of Publication:
15-Mar-2018
Other Identifiers:
NERC18PST123
Conference Date:
2018
Conference Name:
Nursing Education Research Conference 2018: Generating and Translating Evidence for Teaching Practice
Conference Host:
Sigma Theta Tau International, the Honor Society of Nursing
Conference Location:
Washington, DC
Description:
Nursing Education Research Conference 2018: Generating and Translating Evidence for Teaching Practice. Held at the Washington Marriott Wardman Park, Washington DC
Note:
Items submitted to a conference/event were evaluated/peer-reviewed at the time of abstract submission to the event. No other peer-review was provided prior to submission to the Henderson Repository, unless otherwise noted.

Full metadata record

DC FieldValue Language
dc.language.isoenen
dc.type.categoryFull-texten
dc.formatText-based Documenten
dc.typePosteren
dc.evidence.levelN/Aen
dc.research.approachN/Aen
dc.titleUse of Gaming Strategies as Teaching/Learning Tools in Nursing Educationen
dc.contributor.authorEliadi, Carolen
dc.contributor.authorClaros, Edithen
dc.contributor.departmentChi Thetaen
dc.author.detailsCarol Eliadi, EdD, JD, NP-BC; Edith Claros, PhD -- School of Nursing, MCPHS University, Worcester, Massachusetts, USAen
dc.identifier.urihttp://hdl.handle.net/10755/623862-
dc.description.abstract<p><span>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.</span></p>en
dc.subjectActive Learningen
dc.subjectGamingen
dc.subjectTechnologyen
dc.date.available2018-03-15T13:53:04Z-
dc.date.issued2018-03-15-
dc.date.accessioned2018-03-15T13:53:04Z-
dc.conference.date2018-
dc.conference.nameNursing Education Research Conference 2018: Generating and Translating Evidence for Teaching Practiceen
dc.conference.hostSigma Theta Tau International, the Honor Society of Nursingen
dc.conference.locationWashington, DCen
dc.descriptionNursing Education Research Conference 2018: Generating and Translating Evidence for Teaching Practice. Held at the Washington Marriott Wardman Park, Washington DCen
dc.description.noteItems submitted to a conference/event were evaluated/peer-reviewed at the time of abstract submission to the event. No other peer-review was provided prior to submission to the Henderson Repository, unless otherwise noted.-
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