“An educational game is an activity presided over by precise
rules that involve varying degrees of chance, in which, players compete through the use of knowledge or skill in attempts to reach specified goals” (Peddle, 2011, p. 647). Educational games are competitive in nature, differentiating them from other activelearning strategies such as simulation and role play (Horsley, 2010). The use of games has been noted in nursing education since the early 1980’s. Early criticism stemmed from the fact that games were seen to be more for entertainment value than a learning modality
(Royse and Newton, 2007). Nursing education has traditionally
relied on didactic methods of delivery. The current rise of experiential learning, challenges the traditional, didactic, modes of delivery, increasing the call to use more active-learning strategies such as gaming (Peddle, 2011). Despite the increase in status of experiential strategies, many instructors in higher education still prefer a conventional style of delivering material. Didactic lecture is considered efficient in the delivery of material in a relatively short time span, but the inhibition of inductive reasoning is considered a disadvantage (Royse and Newton, 2007). Educational games promote learning and enhance collaboration among students. They keep learning active and student-centered, in a non-threatening environment. A game can be used to promote critical thinking and reasoning. One advantage of using games, as a teaching strategy, is that students have the opportunity for immediate feedback, through the discussion of correct answers and their rationales (Glendon and Ulrich, 2005). This attribute makes games appealing to Millennial students, who value immediate feedback (McCurry and Martins, 2010). Another advantage of games is the opportunity for instructors to facilitate discussion and clarify misconceptions (Glendon and Ulrich, 2005). Games and learning styles According to Dale (1969) “people learn 10% of what they read, 20% of what they hear, 30% of what is demonstrated, but 90% when what is said and done is combined” (Kennedy, 2006, p. 46). Students are diverse and have different learning style preferences, by providing multiple approaches different learning styles of students can be accommodated. Games can benefit many learning styles with the use of visual and auditory stimuli, while encouraging group discussion and participation. Teachers are challenged to use multiple teaching strategies to appeal to the different learning styles of their students. Auditory learners prefer hearing material out loud via verbal instruction. Visual learners enjoy methods of learning including pictures, flashcards, video and observation (Dicarlo and Lujan, 2006). Cognitive learners like to give information personal meaning, putting it in their own words; while, global learners seek discussions and working with others (Pitts, 2009). Kinesthetic learners prefer a hands-on approach to learning (Meehan-Andrews, 2008). This study looked at the different learning styles of the students involved and found that the majority are kinesthetic learners. Studies have shown that this learning modality is preferred by the majority of nursing students. Research by Meehan-Andrews (2008), found that students who are kinesthetic learners take in information best through practical sessions, case-studies or computer simulations as opposed to lecture-only. Lectures were found to be better for initial presentation of information, while active-learning methods were best at reinforcing material.