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Teaching EBP Using Game‐Based Learning: Improving the Student Experience
Author(s) -
Davidson Sandra J.,
Candy Laurie
Publication year - 2016
Publication title -
worldviews on evidence‐based nursing
Language(s) - English
Resource type - Journals
SCImago Journal Rank - 1.052
H-Index - 49
eISSN - 1741-6787
pISSN - 1545-102X
DOI - 10.1111/wvn.12152
Subject(s) - thematic analysis , student engagement , medical education , narrative , psychology , mathematics education , pedagogy , medicine , qualitative research , social science , linguistics , philosophy , sociology
Background Evidence‐based practice (EBP) is considered a key entry to practice competency for nurses. However, many baccalaureate nursing programs continue to teach “traditional” nursing research courses that fail to address many of the critical knowledge, skills, and attitudes that foster EBP. Traditional classroom teaching strategies do little to promote the development of competencies critical for engaging in EBP in clinical contexts. Purpose and Goals The purpose of this work was to develop, implement, and evaluate an innovative teaching strategy aimed at improving student learning, engagement and satisfaction in an online EBP course. The goals of this paper are to: (1) describe the process of course development, (2) describe the innovative teaching strategy, and (3) discuss the outcomes of the pilot course offered using game‐based learning. Methods A midterm course‐specific survey and standard institutional end of course evaluations were used to evaluate student satisfaction. Game platform analytics and thematic analysis of narrative comments in the midterm and end of course surveys were used to evaluate students’ level of engagement. Student learning was evaluated using the end of course letter grade. Results Students indicated a high satisfaction with the course. Student engagement was also maintained throughout the course. The majority of students (87%, 26/30) continued to complete learning quests in the game after achieving the minimum amount of points to earn an A. Seven students completed every learning quest available in the game platform. Of the 30 students enrolled in the course, 17 students earned a final course grade of A+ and 13 earned an A. Linking Evidence to Action Provide students with timely, individualized feedback to enable mastery learning. Create student choice and customization of learning. Integrate the use of badges (game mechanics) to increase engagement and motivation. Level learning activities to build on each other and create flow.

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