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Simulation and gaming are emerging as useful tools in the field of education. Health professional schools around the world have been expanding their use of simulation; however, there are few resources for health educators that highlight the advances in the field. Additionally, the use of simulation in low-resource settings is an area of growing interest globally, as is the sustainability of simulation-based education. Further study is required to fully understand this dynamic technology. Simulation and Game-Based Learning for the Health Professions focuses on simulation-based education for the health professions and the role of school-business-community collaboration to promote the translation of simulation skills to clinical and public health practice. The book also provides guidance for educators organizing simulations for interprofessional learners in high and low resource settings as well as tools for in-person and remote evaluation of simulation performance using telesimulation. Covering topics such as gaming, augmented reality, and clinical practice, this reference work is ideal for medical professionals, nurses, health educators, researchers, academicians, scholars, practitioners, instructors, and students.
"This authored publication focuses on simulation-based education for the health professions and the role of school-business-community collaboration to promote the translation of simulation skills to clinical and public health practice by introducing the principles of simulation education and adult learning theories that apply to simulation and gaming for health professionals"--
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Simulation and game-based learning are essential applications in a learning environment as they provide learners an opportunity to apply the course material in real-life scenarios. Introducing real-life learning allows the learner to make critical decisions at different points within the simulation providing constructive education that leads to a cognitive understanding of the material. The use of simulations provides the learner with the ability to cognitively store and recall learning in real-life experiences. Therefore, it is crucial to not only provide course material but to have students apply what they have learned in simulations that replicate real-life scenarios. These learned skills are essential for students to be marketable and thrive in a career field where decision making, problem solving, and critical thinking are job requirements. Simulation and Game-Based Learning in Emergency and Disaster Management is a cutting-edge research book that examines the best practices and holistic development when it comes to simulation learning within emergency and disaster management as well as global security. Drawing upon the neuroscience of learning, classroom instruction can be enhanced to incorporate active-experiential learning activities that positively impact a learner with long-term information retention. Each simulation project is carried out in different environments, with different goals in mind, and developed under various constraints. For these reasons, this book will provide insight into the simulation planning and development process, provide examples of online simulations and game-based learning activities, and provide insight on simulation development and implementation that can be used across disciplines in educational and training settings. As such, it is ideal for academicians, instructional designers, curriculum designers, education professionals, researchers, and students.
This book addresses main issues concerned with the future learning, learning and academic analytics, virtual world and smart user interface, and mobile learning. This book gathers the newest research results of smart learning environments from the aspects of learning, pedagogies, and technologies in learning. It examines the advances in technology development and changes in the field of education that has been affecting and reshaping the learning environment. Then, it proposes that under the changed technological situations, smart learning systems, no matter what platforms (i.e., personal computers, smart phones, and tablets) they are running at, should be aware of the preferences and needs that their users (i.e., the learners and teachers) have, be capable of providing their users with the most appropriate services, helps to enhance the users' learning experiences, and to make the learning efficient.
"This book covers theoretical, social, and practical issues related to educational games and simulations, contributing to a more effective design and implementation of these activities in learning environments"--Provided by publisher.
This book compiles state-of-the art and science of health professions education into an international resource showcasing expertise in many and varied topics. It aligns profession-specific contributions with inter-professional offerings, and prompts readers to think deeply about their educational practices. The book explores the contemporary context of health professions education, its philosophical and theoretical underpinnings, whole of curriculum considerations, and its support of learning in clinical settings. In specific topics, it offers approaches to assessment, evidence-based educational methods, governance, quality improvement, scholarship and leadership in health professions education, and some forecasting of trends and practices. This book is an invaluable resource for students, educators, academics and anyone interested in health professions education.
This book focuses on InterProfessional (IP) Team Training and Simulation, from basic concepts to the practical application of IP in different healthcare settings. It thoroughly and comprehensively covers the role of simulation in healthcare, human factors in healthcare, challenges to conducting simulation-based IP, logistics, and applications of simulation-based IP in clinical practice. Supplemented by high-quality figures and tables, readers are introduced to the different simulation modalities and technologies employed in IP team training and are guided on the use of simulation within IP teams. Part of the authoritative Comprehensive Healthcare Simulation Series, InterProfessional Team Training and Simulation can be used in training for a variety of learners, including medical students, residents, practicing physicians, nurses, and health-related professionals.
Serious games, those used for educational purposes, provide a suitable alternative to customary methods of teaching and learning (Hainey, 2010) and have been identified as appropriate for preparing healthcare professionals to successfully practice in a dynamic, rapidly changing environment. This paper addresses the following question, what is the empirical evidence that supports the use of serious games and virtual simulation in educating healthcare professionals? This review included studies from five different countries including the U.S. and from several healthcare professions such as nursing, medicine, public health, and occupational therapy. Nine quantitative and one mixed methods studies were reviewed. Garrison's Community of Inquiry Theory was used as a framework for analysis of studies using serious games. The use of these novel teaching strategies was found to increase the levels of student engagement and improve learning and understanding. These studies showed that the advantages of serious games were that they provided immediate feedback, created real-life situations, addressed faculty shortages, protected patient confidentiality, offered alternatives to clinical sites, and provided unique clinical experiences from nursing students. To capitalize on these advantages and find success with this approach, it is recommended that nursing educators need a solid understanding of game-based learning (Kanthan & Senger, 2011). Educators need to continue to design tools that evaluate the learning outcomes of serious games, specifically in the practice setting. Additionally, implementing innovative teaching methods such as serious games requires collaboration between researchers and educators to establish a foundation for evidence-based teaching.
As simulated learning experiences are increasingly used in healthcare education to enhance student engagement and experience, Clinical Simulation for Healthcare Professionals serves as a resource for the utility, design, and implementation of simulation-based education in occupational therapy, physical therapy, speech-language pathology, and nursing. Using best practice methods, academic and clinical rehabilitation professionals of all levels will learn how to design and implement clinical simulations. These can be used as a tool for education, assessment, research, and skills integration. Written by Drs. Audrey Zapletal, Joanne Baird, Jean Prast, Maureen Hoppe, Tracy Van Oss, and Adel Herge, Clinical Simulation for Healthcare Professionals provides comprehensive information about commonly used simulation methods including high and low technology simulations, simulated patients, task trainers, and role play. Also included are step-by-step instructions for how to build simulation experiences in a variety of settings and for various learning and teaching needs. How-to information assists instructors who want to develop and integrate simulation-based education into a new or existing curriculum. The example simulations inside represent an array of different practice and focus uses. Each stage of the simulation is addressed from creation to learning assessment to debriefing. Simulation integrates the worlds of education, health professions, and the performing arts within a singular enriching experience. Clinical Simulation for Healthcare Professionals fulfills a need for educators looking to develop the skills needed to create complex and dynamic learning environments.