title: Gamification: An Innovative Teaching-Learning Strategy for the Digital Nursing Students in a Community Health Nursing Course.
abstract: Serious games have "re-emerged" as innovative teaching-learning strategies that researchers have shown to be effective in improving student learning outcomes. "Serious games" refer to games that are driven by educational goals, not entertainment. The use of serious games as part of the teaching-learning experience in nursing education fits into the philosophy and strategies of active learning. The "digital" nursing student needs engagement, stimulation, realism, and entertainment not more readings and Powerpoint supplements in the classroom to support learning. Nursing faculty at a mid-Atlantic Historical Black College and University introduced "serious gaming" technology into a Community Health Nursing course by using two web-based gamed simulations, Outbreak at WatersEdge: A Public Health Discovery Game, and EnviroRisk. This innovation proved to be effective in reinforcing learning and improving student learning outcomes.
authors.forename: Crystal
authors.initials: C
authors.lastname: Day-Black
authors.forename: Earline B
authors.initials: EB
authors.lastname: Merrill
authors.forename: Lois
authors.initials: L
authors.lastname: Konzelman
authors.forename: Tammie T
authors.initials: TT
authors.lastname: Williams
authors.forename: Natalie
authors.initials: N
authors.lastname: Hart
mesh_terms: D004508:Education, Nursing, Baccalaureate; D005717:Games, Experimental; D006801:Humans; D018794:Problem-Based Learning / Q000379:methods*; D013663:Teaching / Q000379:methods