Cargando…

Development of an Educational Game to Set Up Surgical Instruments on the Mayo Stand or Back Table: Applied Research in Production Technology

BACKGROUND: Existing research suggests that digital games can be used effectively for educational purposes at any level of training. Perioperative nursing educators can use games to complement curricula, in guidance and staff development programs, to foster team collaboration, and to give support to...

Descripción completa

Detalles Bibliográficos
Autores principales: Paim, Crislaine Pires Padilha, Goldmeier, Silvia
Formato: Online Artículo Texto
Lenguaje:English
Publicado: JMIR Publications 2017
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC5263863/
https://www.ncbi.nlm.nih.gov/pubmed/28073736
http://dx.doi.org/10.2196/games.6048
_version_ 1782499993111756800
author Paim, Crislaine Pires Padilha
Goldmeier, Silvia
author_facet Paim, Crislaine Pires Padilha
Goldmeier, Silvia
author_sort Paim, Crislaine Pires Padilha
collection PubMed
description BACKGROUND: Existing research suggests that digital games can be used effectively for educational purposes at any level of training. Perioperative nursing educators can use games to complement curricula, in guidance and staff development programs, to foster team collaboration, and to give support to critical thinking in nursing practice because it is a complex environment. OBJECTIVE: To describe the process of developing an educational game to set up surgical instruments on the Mayo stand or back table as a resource to assist the instructor in surgical instrumentation training for students and nursing health professionals in continued education. METHODS: The study was characterized by applied research in production technology. It included the phases of analysis and design, development, and evaluation. The objectives of the educational game were developed through Bloom’s taxonomy. Parallel to the physical development of the educational game, a proposed model for the use of digital elements in educational game activities was applied to develop the game content. RESULTS: The development of the game called “Playing with Tweezers” was carried out in 3 phases and was evaluated by 15 participants, comprising students and professional experts in various areas of knowledge such as nursing, information technology, and education. An environment was created with an initial screen, menu buttons containing the rules of the game, and virtual tour modes for learning and assessment. CONCLUSIONS: The “digital” nursing student needs engagement, stimulation, reality, and entertainment, not just readings. “Playing with Tweezers” is an example of educational gaming as an innovative teaching strategy in nursing that encourages the strategy of involving the use of educational games to support theoretical or practical classroom teaching. Thus, the teacher does not work with only 1 type of teaching methodology, but with a combination of different methodologies. In addition, we cannot forget that skill training in an educational game does not replace curricular practice, but helps.
format Online
Article
Text
id pubmed-5263863
institution National Center for Biotechnology Information
language English
publishDate 2017
publisher JMIR Publications
record_format MEDLINE/PubMed
spelling pubmed-52638632017-02-08 Development of an Educational Game to Set Up Surgical Instruments on the Mayo Stand or Back Table: Applied Research in Production Technology Paim, Crislaine Pires Padilha Goldmeier, Silvia JMIR Serious Games Original Paper BACKGROUND: Existing research suggests that digital games can be used effectively for educational purposes at any level of training. Perioperative nursing educators can use games to complement curricula, in guidance and staff development programs, to foster team collaboration, and to give support to critical thinking in nursing practice because it is a complex environment. OBJECTIVE: To describe the process of developing an educational game to set up surgical instruments on the Mayo stand or back table as a resource to assist the instructor in surgical instrumentation training for students and nursing health professionals in continued education. METHODS: The study was characterized by applied research in production technology. It included the phases of analysis and design, development, and evaluation. The objectives of the educational game were developed through Bloom’s taxonomy. Parallel to the physical development of the educational game, a proposed model for the use of digital elements in educational game activities was applied to develop the game content. RESULTS: The development of the game called “Playing with Tweezers” was carried out in 3 phases and was evaluated by 15 participants, comprising students and professional experts in various areas of knowledge such as nursing, information technology, and education. An environment was created with an initial screen, menu buttons containing the rules of the game, and virtual tour modes for learning and assessment. CONCLUSIONS: The “digital” nursing student needs engagement, stimulation, reality, and entertainment, not just readings. “Playing with Tweezers” is an example of educational gaming as an innovative teaching strategy in nursing that encourages the strategy of involving the use of educational games to support theoretical or practical classroom teaching. Thus, the teacher does not work with only 1 type of teaching methodology, but with a combination of different methodologies. In addition, we cannot forget that skill training in an educational game does not replace curricular practice, but helps. JMIR Publications 2017-01-10 /pmc/articles/PMC5263863/ /pubmed/28073736 http://dx.doi.org/10.2196/games.6048 Text en ©Crislaine Pires Padilha Paim, Silvia Goldmeier. Originally published in JMIR Serious Games (http://games.jmir.org), 10.01.2017. https://creativecommons.org/licenses/by/2.0/This is an open-access article distributed under the terms of the Creative Commons Attribution License (http://creativecommons.org/licenses/by/2.0/ (https://creativecommons.org/licenses/by/2.0/) ), which permits unrestricted use, distribution, and reproduction in any medium, provided the original work, first published in JMIR Serious Games, is properly cited. The complete bibliographic information, a link to the original publication on http://games.jmir.org, as well as this copyright and license information must be included.
spellingShingle Original Paper
Paim, Crislaine Pires Padilha
Goldmeier, Silvia
Development of an Educational Game to Set Up Surgical Instruments on the Mayo Stand or Back Table: Applied Research in Production Technology
title Development of an Educational Game to Set Up Surgical Instruments on the Mayo Stand or Back Table: Applied Research in Production Technology
title_full Development of an Educational Game to Set Up Surgical Instruments on the Mayo Stand or Back Table: Applied Research in Production Technology
title_fullStr Development of an Educational Game to Set Up Surgical Instruments on the Mayo Stand or Back Table: Applied Research in Production Technology
title_full_unstemmed Development of an Educational Game to Set Up Surgical Instruments on the Mayo Stand or Back Table: Applied Research in Production Technology
title_short Development of an Educational Game to Set Up Surgical Instruments on the Mayo Stand or Back Table: Applied Research in Production Technology
title_sort development of an educational game to set up surgical instruments on the mayo stand or back table: applied research in production technology
topic Original Paper
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC5263863/
https://www.ncbi.nlm.nih.gov/pubmed/28073736
http://dx.doi.org/10.2196/games.6048
work_keys_str_mv AT paimcrislainepirespadilha developmentofaneducationalgametosetupsurgicalinstrumentsonthemayostandorbacktableappliedresearchinproductiontechnology
AT goldmeiersilvia developmentofaneducationalgametosetupsurgicalinstrumentsonthemayostandorbacktableappliedresearchinproductiontechnology