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. Item was accepted for presentation at NERC 2018 but not presented at the event.

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. Item was accepted for presentation at NERC 2018 but not presented at the event.-
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