Onsite Instruction: Interactive Strategies
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Students
need to be actively involved in their own learning, and as a result,
a variety of strategies need to be used to immerse the student in
their own learning (Ulrich, 1997). Games help students acquire knowledge
through the competition of the game and the spirit of cooperation
with teammates.
In
this module, the learner will explore the use of a variety of games
and their application to individual settings.
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Outcomes
1. Discuss
the benefits of using games for learning.
2. Explore the use of at least three different games.
3. Develop a game for use in participant's learning environment.
Using games
requires the learner to participate in a competitive activity with preset
rules. The goal is for the learners to win a game by applying knowledge
and rehearsing skills previously learned. Games are fun with a purpose.
Gaming promotes retention of information by stimulating learner enthusiasm
and increasing learner involvement. Games that are more complex require
the use of problem solving and critical thinking skills. Games can be
used to introduce a topic, check learner progress, or summarize information.
This method is primarily effective for improving cognitive functioning
but can also be used to enhance skills in the psychomotor domain through
increased social interaction. (Bastable, 1997).
The teacher
serves as the facilitator in gaming. The objectives and the rules are
told at the beginning of the activity. Any materials needed to play the
game are distributed and the teams are assigned (if applicable). The teacher
needs to keep the flow of the game going. The games should be interrupted
as seldom or as briefly as necessary.
At the finish of the game, the teacher should conduct a debriefing session
focusing on educational content and evaluating the game experience. Students
should be given the opportunity to discuss what they learned, ask questions,
receive feedback regarding the outcome of the game, ad offer suggestions
for improving the process.
Types
of Games
Games may
be purchased or designed. Commercial games such as "Trivial Pursuit,
"Bingo," and Jeopardy" have the advantage in that their
formats can be modified, the equipment is reusable for many topics, and
many players already have familiarity with the rules of play. Word searches,
crossword puzzles, card and board games are also flexible in format and
can be developed inexpensively and with relative ease.
The instructor needs to pilot the game.
Games should
be exciting and challenging enough to stimulate learner interest but not
so difficult or so competitive to result in frustration, inability to
succeed, or the avoidance of the learning opportunity. Economic considerations
include the cost of purchasing the game or the time taken by the instructor
to design, pilot, and update the material.
Benefits
- Reduce
the risk of failure when grades are not given
- Learn
in non-threatening.
- Focus
on concrete tasks and force the student to be engaged in learning the
material
- Provide
an open-ended opportunity to allow clarification of ideas
- Increase
retention and understanding
- Provide
immediate feedback
How Can
Games Be Used?
- Test review,
NCLEX review
- Drill
and practice to retain facts
- Critical
thinking and problem solving
- Recall
of essential information before in-depth discussion in class
- Staff/faculty
development
Games
·
Bingo
· NCLEX Review Gameboard
· Jeopardy
· Medication Taboo
· Puzzles
· Other Downloadable Games
References:
- Ball,
K. (2000). Anatomy and physiology: Games we play. Nurse Educator, 25(4),
156-157.
- Bastable,
S. (1997). Nurse as educator: Principles of Teaching and Learning. Boston:
Jones and Bartlett Publishers.
- Rosner,
A., & Rossen, E. (2002). "Puzzle patients" and critical
thinking. Nurse Educator, 27(4), 155-156.
- Ulrich,
D., & Glendon, K. (1997). Let's play nurse. Nurse Educator, 22(6),
9-10.
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| Card
& Table Games |
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Bingo can
be used to cover specific content, as content review, or as NCLEX review.
Ball (2000) describes the use of "Bingo" in teaching anatomy
and physiology. She found that the game could be used to reinforce previously
introduced concepts or to introduce new topics so that students could
gauge what they knew and what they needed to know.
For content
review, you may want to play the regular bingo rules-four corners, five
in a row on the diagonal, horizontal, or vertical; blackout could be used
for module test review or final test review. The amount of time available
and the amount of content are determining factors in how you play. Students
can play individually, as partners or in small teams.
- Plan and
write a variety of questions based on the same criteria used in planning
a test; using the NCLEX test blue print as a model.
- All questions
need short answers, yet incorporate analysis and application as well
as knowledge.
- The number
of questions will depend on the amount of time and information that
needs to be covered. You will want a sufficient number of questions
to have enough cards so that not everyone wins on the same questions.
Development of the questions can be done by the instructor or as a student
activity.
- Write
the question on one side of the card and the answer on the other.
- Create
a blank bingo card--create a name that
fits with the topic. The sample card below was used in teaching safety
for pediatrics. (The free space is a MR. YUK face).
You can
use a card creator such as on:
http://www.gatheringbasket.com/cgi-bin/open_home.pl?action=bingo_card
The card creator was used to create the sample card and then saved
as a MSWord document.
Create
your own card: Place
all cards in "hat" and randomly select; write the answer
in each of the empty boxes on the card. Mix the cards again and repeat
the process in creating each new card; it can be done on the computer
with the "copy and paste" feature also.
- Add some
authenticity by getting a real bingo game (the kind with the barrel)
and turned it before each new question was asked. As you ask the questions,
you may discuss possible answers. Anyone with the correct answer could
cover on the card. When someone wins, they yell MR YUK. In a final review,
covering all squares (blackout) is required to win. Prizes were given
for those winning.
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Mr. Yuk
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| bicycles,
skateboards, and in-line skates |
1-800-222-1222 |
Hepatoxicity |
6
months |
Homes |
| Acetylcysteine
(Mucomyst) |
Rear
facing care seat in back seat |
Age
of house |
car
safety seat, upright, forward facing, rear seat |
40
lbs |
| Bucket
of water |
narcan |
FREE |
cherries,
peanuts, and hard candy |
How
the child is behaving |
| cognitive
and perceptual motor difficulties |
Enforcing
safety rules |
crawls
through the house |
Candy |
Lower
setting on the hot water heater to 120 F |
| drugs/alcohol |
dilute
with water or milk |
Darting
into traffic |
Wear
helmet |
on
their back |
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SSRI
antidepressant
neurotransmitter
serotonin
reuptake
prescription
inhibitor
depression
specific
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Medication Taboo |
Medication
Taboo is an fun way to review any class of drugs. The example
game card shown emphasizes the psychotropic medications highlighted each
week in a mental health nursing course.
It is easy
to create game cards by using perforated sheets of business cards and
the label making capabilities of WordPerfect
(facilitates card separation) or the table feature in MSWord
(cards must be cut apart). Type in the desired cards, print using a color
printer, and laminate for durability.
Playing the
game:
- Form student
teams (minimum of two members per team).
- Each group
selects a set of game cards.
- Each team
member pairs up with a member of the opposing team.
- One member
of the pair is the clue giver while the other member is the clue
monitor.
- Each pair
reviews the same medication game card.
- The clue
giver has two minutes to get his team to identify the medication
on the card.
- The clue
giver attempts to get his team member(s) to identify the name of
the drug on the game card WITHOUT using any of the clues written in
red.
- The clue
monitor ensures that taboo clues (in red) are given as clues and
serves as the time keeper for each clue using a 2 minute egg timer.
- If the
clue giver
- If the
clue giver uses one of the taboo words, the clue monitor
stops the play using a noisemaker to attract attention or shouting
"Taboo!" and the opposing team has a chance to guess the answer
and earn points.
- The clue
giver and clue monitor switch roles and draw a new game card.
- After
one attempt at clue giver, the next pair draw a game card repeat
the process.
- The team
with the highest number of points wins the game.
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Jigsaw
Puzzles
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The jigsaw
puzzle concept can be used to introduce basic concepts, but can also be
used to help students develop critical thinking skills. Here are some
examples:
Diagnostic
Puzzle
I developed
this puzzle for use in the introductory module on diagnostic studies such
a MRI, CT, IVP etc. You can obtain blank puzzle boards at craft or teacher
supply stores.
1. Select
the topic and the concepts you want to emphasize with the activity. Module
objectives for this topic included knowing the purpose of the study, pre-study
implications, post study care, nursing implications, patient teaching.
2. Use the
same puzzle format for all puzzles. Use one puzzle piece to identify the
topic (MRI). All other puzzle pieces include information related to that
diagnostic test. Once all the information is placed on the puzzle, turn
it over and write the name of the test on the back.
3. Separate
the pieces and place in large envelopes. Remove a select number of pieces
(2-3) form each envelope and place into one of the others.
4. Students
work in teams. They try to put the puzzles together, but they have to
find the missing pieces that belong to their diagnostic study. (Since
all puzzles are exactly alike) they have to decide what information completes
their topic. The moderator can tell if the pieces selected are correct
by looking at the back of the puzzle to see if spells out the correct
study.
5. The team
to finish first (correctly) is the winner.
Puzzle
Patients
Rosner and
Rossen (2002) describe the use of a children's puzzle as a strategy to
stimulate student learning about the assessment process.
Materials
needed:
- inexpensive
jigsaw puzzle with enough pieces to give each student approximately
3 to 4 pieces
- markers
to print the labels
- one 5
x 7" card stock paper folded in half lengthwise to form a stand-up
label for each puzzle piece
- one letter-size
envelope for each student
Preparation:
- Randomly
select 3 or 4 puzzle pieces and place in each envelope.
- Write
a different source of data about the patient on separate each stand
up label, e.g., Student Nurse, Patient, Chart (History, Nurses' Notes,
Physicians' Notes, Laboratory Data, Medications), Nurse (day, evening,
night), Physician, Therapist (physical therapy, occupational therapy),
Family (spouse, parent, sibling, child), Friends, and Neighbors.
- Place
1 or more labels in each envelope along with the puzzle pieces.
- Seal the
envelopes containing pieces of the puzzle and the label(s).
- Instruct
students be attentive during the clinical day to the variety of data
sources available to clinicians and the information that can be obtained
from these sources.
Activity:
- At post-conference,
place the empty puzzle board in the middle of the table.
- Explain
that the empty board is like the "picture" of a patient before
data have been gathered.
- Provide
a medical diagnosis for the "puzzle patient."
- Ask the
students what they know about the "puzzle patient."
- Pass out
an envelope to each student.
- Students
open the envelopes and place their unique data source labels where the
other students can see them.
- The student
who receives the Student Nurse label is in charge of collecting the
information (ie, puzzle pieces) from the other students.
- Give the
students a brief time to individually determine the "information"
they have concerning the "puzzle patient."
- The Student
Nurse requests that each student reveals the information he or she has
about the "puzzle patient." She/he may choose to ask additional
questions of the source. The information that students contribute should
reflect the type of information they would expect to receive from the
source on their label (eg, Physician, Family Member, Patient).
- The instructor
writes the information, organized by label (eg, Nurse, Physician, Lab
Data), on the board for later use.
- After
each piece of information is shared, a puzzle piece is given to the
Student Nurse, at which time she slowly pieces together the "puzzle
patient."
Conclusion:
- When all
the pieces are collected and the "puzzle patient" is complete,
the students review the data written on the blackboard.
- Students
discuss the relationships among the puzzle pieces and how they are related
to the "total picture."
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| PowerPoint
Games |
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Blank
Jeopardy
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Jeopardy
Before
you begin, save the Blank Jeopardy game to your desktop or diskette:
1. Click here to open file.
2. Click on Edit in the toolbar to activate the drop down menu
3. Click on Edit Slides
4. Click on File in the toolbar to activate the drop down menu
5. Click on Save As
6. Select the desired location
7. Click save
8. Edit slides as needed using these directions
from the creator.
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PowerPoint
Games created by Mark Damon include:
Unzip and
save the files to a folder on your desktop or a diskette, add your content
and use!
Go to http://www.teachnet.com/lesson/misc/winnergame022500.html
for more information.
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