In the Degree Program in Nursing run by the School of Wellbeing at Häme University of Applied Sciences (HAMK), the utilization of a recreation game and VR reproduction game is incorporated into instructing, and exploration about their effect on learning is completed by the HAMK Smart Research Unit. The reenactment game utilized in the review was created as a feature of Koivisto's (2017) doctoral paper. The reproduction game was created in close joint effort among specialists, nurture instructors, understudies, software engineers, a 3D craftsman and interface planners in a true setting. To fortify the learning experience, the reproduction game likewise joins recreation instructional method and game components, like realness, inundation, intuitiveness and criticism frameworks. In 2019, two investigations are being led in HAMK: one spotlights on a recreation game played on a PC and the other on a VR reenactment game played with a HTC Vive Pro.
The objective of the investigations is to foster new learning techniques for learning clinical thinking in medical care instruction. Likewise, the objective is to research nursing understudies' learning through gaming. Initially, the object is to assess the adequacy of the recreation game for learning in nursing schooling. In this review, directed in Häme, Diaconia and Metropolia Universities of Applied Sciences, the review configuration is semi test. Furthermore, the design is to research the effect of the computer generated simulation (VR) rendition of the recreation game on the clinical thinking abilities of the graduating nursing understudies and to portray the client experience of the VR reenactment game. Simultaneously, the review will create information on the reconciliation of VR games into educational programs What is especially newsworthy with regards to these investigations is that recreation game situation interactivity is utilized as an information source.
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