Monday, July 22, 2019

Technology Tools & Learning: Mobile Learning, Multimedia, Games & Gamification

Gamified learning in higher institutions improve student engagement, motivation, and performance (Subhash & Cudney, 2018). The universal presence of technology in classrooms has inspired a shift from traditional classroom lectures to integrated digital learning environments. These interactive learning environments present the opportunity to evolve the teaching process through the incorporation of game elements that have been shown to capture user attention, motivate towards goals, and promote competition, effective teamwork, and communication. Gamification and game-based learning systems aim to bring these benefits into the learning and teaching process.


Gaming strategies in Nursing Education improves final exam scores for nursing students who used it compared to others who did not use Kahoot.it game in the same required course (Kinder & Kurz, 2018). The investigated effects of implementing an online instant response system “Kahoot!” can enhance learning motivation, facilitate better learning achievement, create incentives for the students to do previews and reviews, and can create teachable moments (Lee, Hao, Lee, Sim, & Huang, 2019). Kahoot is a platform for creating and playing learning games. Kahoot is a free, online quiz platform and instant feedback system that helps teachers create a fun competitive-gaming environment (Kuo & Chuang, 2018). Learners can access the Kahoot platform (Kahoot.it) using a mobile phone or tablet to answer multiple choice questions. Kahoot incorporates the community of inquiry framework; teacher presence, cognitive presence and social presence. Kahoot brings all together in a social environment to play, have fun and collaborate with the learning in it (Bristol, 2019). The revised community of inquiry model includes ‘learner presence’ and how the use of technology can include all elements in which Kahoot makes use of all; teacher presence, social presence, learner presence and cognitive presence (Shea & Bidjerano, 2010).

Other benefits or advantages of using Kahoot (web-based) is that the review games are fun tools to review course content and can serve as an effective method to determine student understanding, progression, and knowledge (Dell & Chudow, 2019). It can also be used to introduce new concept or review a lesson topic. It can also be used as a formative assessment tool because gamification affected academic achievement and student engagement in learning environments(Orhan Göksün & Gürsoy, 2019). Students will come to class prepared since they knew pre-quizzes motivated for course. Kahoot helps the teacher identify where students need support within a large multidisciplinary clinical therapeutics unit (Gardiner, McCourt, Porter, & Santos, 2019).

 



Kahoot has user feedback ratings and teachers can save time on correcting tests but it is mainly for online users or blended learning. Other limitations include competition in time and learners have to work fast to answer the question within a given time frame. An educator is challenged to master the skill of using this platform to interact with this generation of digital users. Otherwise, this platform is much easier to use compare to other platforms. But teachers need to project a larger screen so students can follow using their mobile phones or laptops or desktops like a remote control to answer the questions projected on larger screen in the classroom. It would be easier for online learners to use mobile phones to answer the multiple-choice questions or quizz while the Blackboard Collaboration session is displaying the teacher’s large screen of displayed questions. It would be better to use a computer lab for this type of session if students do not have mobile devices. The competitive nature of Kahoot keeps the students motivated and engaged in the teaching learning process (Wang, 2015).


A video about Kahoot demo for teachers. Hope it will guide you on getting started to using it! 



















References

Bristol, T. J. (2019). Building Community in the Online Course. Teaching and Learning in Nursing, 14(1), 72–74. https://doi.org/10.1016/J.TELN.2018.11.004
Dell, K. A., & Chudow, M. B. (2019). A web-based review game as a measure of overall course knowledge in pharmacotherapeutics. Currents in Pharmacy Teaching and Learning, 11(8), 838–842. https://doi.org/10.1016/J.CPTL.2019.04.012
Gardiner, K. M., McCourt, L., Porter, K., & Santos, M. S. (2019). Kahoot! Identifying where students need support within a large multidisciplinary clinical therapeutics unit. Research in Social and Administrative Pharmacy, 15(5), e25. https://doi.org/10.1016/J.SAPHARM.2019.03.143
Kinder, F. D., & Kurz, J. M. (2018). Gaming Strategies in Nursing Education. Teaching and Learning in Nursing, 13(4), 212–214. https://doi.org/10.1016/J.TELN.2018.05.001
Kuo, C.-L., & Chuang, Y.-H. (2018). [Kahoot: Applications and Effects in Education]. Hu Li Za Zhi The Journal of Nursing, 65(6), 13–19. https://doi.org/10.6224/JN.201812_65(6).03
Lee, C.-C., Hao, Y., Lee, K. S., Sim, S. C., & Huang, C.-C. (2019). Investigation of the effects of an online instant response system on students in a middle school of a rural area. Computers in Human Behavior, 95, 217–223. https://doi.org/10.1016/J.CHB.2018.11.034
Orhan Göksün, D., & Gürsoy, G. (2019). Comparing success and engagement in gamified learning experiences via Kahoot and Quizizz. Computers & Education, 135, 15–29. https://doi.org/10.1016/J.COMPEDU.2019.02.015
Shea, P., & Bidjerano, T. (2010). Learning presence: Towards a theory of self-efficacy, self-regulation, and the development of a communities of inquiry in online and blended learning environments. Computers & Education, 55(4), 1721–1731. https://doi.org/10.1016/J.COMPEDU.2010.07.017
Subhash, S., & Cudney, E. A. (2018). Gamified learning in higher education: A systematic review of the literature. Computers in Human Behavior, 87, 192–206. https://doi.org/10.1016/J.CHB.2018.05.028
Wang, A. I. (2015). The wear out effect of a game-based student response system. Computers & Education, 82, 217–227. https://doi.org/10.1016/J.COMPEDU.2014.11.004


6 comments:

  1. Hi Nellie.

    Thank you for your blog post. All this new technologies in teaching like games are new to us I believe. None the less, it is very interesting and I believe this also makes the class lively and interesting. However, I have a question for you. How do you think that we as nurse educators could come up with some strategies to solve the challenges that we would face using this gamified learning in nursing schools?

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    Replies
    1. Hi Salvindra,

      I believe we all have to know the why we are using certain games in learning and it's all about putting a plan in place during course design and lesson planning. Gamified learning is purposely for online or blended learning mode of instruction.

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  2. Hey Nellie.
    A very direct and "to the point" kind of blog post. One of the strong point of this blog is that you've even connected it to the COI and the role of the teacher and the student in the teaching and learning process.
    It critical to point out though, that this will definitely require much time and effort to maintain stimulation of students and prepare well structured questions that are designed to determined whether or not objectives of the sessions were achieve.
    Well written. Good luck going forward.

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  3. Hey Nellie,
    It has been fun learning about Kahoot via your blog: you have done a great job. Even as adults learning can be fun.I like that Kahoots has a number of capabilities including introducing new concepts, reviewing lessons and as a formative assessment tool.Two of the things I really like about Kahoots is the ability to track students and their responses either in real time or the results can even be downloaded at future times: this can allow teachers to adjust their lessons as need be; and the fact that students can create games among themselves where their safety will not be easily compromised because access can only be gained with a code.

    I have a question for you though. How do you think Kahoot can be used in the nursing education setting?

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    Replies
    1. Hi Rajdaye,

      it will be useful in nursing education because it has features like team mode for group games and also features where you can insert videos and pictures about clinical skills for students. It is very good to use as formative assessment.

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  4. Hi Nellie, what a different twist, so nice that you have incorporated the kids in the learning forum. I must say that in our local setting we still have the traditional classroom, but I can see how children are more articulate as they too are kept up to date with advancements in technology. Nice job with the choice of video as well. I think what i like most is that the students can follow with their personal devices, being either laptops or smart phones, and once the app is available, this allows the lessons and communication to be accessed timely. Good job in bringing the Kahoot teaching/learning tool to the forefront.

    Thanks again for you information. Tessa.

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