The Demonstrating Respect Game, Saving Lives!, and the MSI Retail Sim are just some of the educational games for adult learners that we’ve produced, so it’s safe to say that we’re well-versed in this particular genre. Game-based learning is not only useful for youngsters, as we noted in the piece that we wrote about the myths surrounding game-based learning. The benefits of engaging in entertaining educational experiences are applicable to people of all ages and stages of life, including college students, medical professionals, and older persons. Educational video games for adults.
There is a wealth of data that illustrates how beneficial educational gaming is for individuals who have completed high school, despite the fact that game-based learning has numerous benefits that are validated by research and can be found in classrooms for K-12 students. Continue reading to learn about the many different professions in which adults can benefit from training, education, and skill enhancement provided by educational video games.
The use of game-based learning as a teaching method is gaining popularity in the field of medical education, and for good reason. In this particular study, two distinct pedagogical approaches were compared and contrasted. The research was carried out with undergraduates and students of technology, and the students were divided into two groups for the study.
One group improved their knowledge of surgical instrument setup and performance in the operating room by playing a serious game titled “Playing with Surgical Instruments (PlaSurIn),” while the other group learned through lectures. After one week of instruction according to the approach that had been given to them, each group was given a test to determine their level of understanding.
This test consisted of 10 questions with multiple choice answers and was given both before and after the training session. They also took part in an Objective Structured Clinical Examination (OSCE) after the training, and their performance was evaluated based on the remaining time for the completion of the setup, as well as the scores, errors, and bonuses. What are the results? The students who participated in the game-based training achieved a much higher mean score on the theoretical test.
Additionally, this group had less errors and more bonuses than the lecture group did. Training with “Playing with Surgical Instruments (PlaSurIn)” resulted in a better comprehension of surgical instrument setup and better performance in the operating theatre for the students than lectures did. This is something you can probably anticipate already.
The fact that a high-quality game design is necessary for a high-quality educational experience is one of our core beliefs, and this study validates that notion, making it one of our favorites. According to what is suggested by the name of this particular research project, the researchers conducted a literature analysis on previous research on digital game-based learning (DGBL) in order to investigate the impact that DGBL has on adult learners in the context of professional upskilling.
After reviewing thirty articles published within the past ten years, the researchers were able to identify the primary characteristics of educational digital games that are informed by pedagogies, a variety of motivational game design elements, and factors that could influence or change the implementation of game-based learning for professionals. These findings were presented in a synthesis. The researchers came to the conclusion that game design should be approached with intention “since unnecessary game design components can hamper the learning process.”
Following their examination of the relevant previous research, the researchers stressed the significance of educational strategies, support, and feedback in relation to game-based learning. In other words, for an educational game to be successful in enhancing the skills of workers, not only does it need to have solid game design, but it also needs to be accompanied by strategic human coaching while it is being used with GBL. Learning through games is not intended to take the role of teachers!
The purpose of this study was to determine which method of instruction delivered remotely is most beneficial to nursing students. To be more specific, the purpose of this study was to determine whether game-based learning or video-based learning was more effective for helping a group of university students improve their sputum suction skills, as well as their sense of self-efficacy, their level of learning engagement, and their level of learning satisfaction. According to the findings of the research, the group of students who learned using a game-based method, followed by a technique of “watch-summarize-question,” had a higher score on the aforementioned criteria than the group of students who trained via videos.
In conclusion, the researchers that participated in this experiment indicated that “Nurse educators and researchers should investigate considering merging computer technology and instructional methodologies to facilitate nursing education.” Our conclusion? It would appear that game-based learning and medical education are a very good match for one another!
This study looked into the use of game-based learning as a way to combat the high dropout rates that are seen among students majoring in STEM fields in higher education. According to the authors, “traditional teaching paradigms struggle to attract students to rather abstract and difficult STEM subjects such as programming.” Because of this, the authors wanted to investigate whether or not technology such as GBL was able to engage students in a more productive manner.
Students at both the undergraduate and graduate levels participated in the study, which comprised playing games designed to demonstrate abstract programming ideas in a way that was both more concrete and engaging. The researchers did not just watch the students; instead, they also polled them and conducted interviews with them to learn more about their level of interest in the games and how well they worked.
According to the findings of the study, students benefited significantly from game-based learning; however, the manner in which this occurred varied greatly from student to student. The extent to which each student benefited from the educational games depended on demographic factors such as location and educational background, as well as the particular game that was played.
Because we have already written about this subject on the blog, this does not come as a surprise to us: excellent instructional games are developed with their target audience and accessibility in mind from the beginning. The fact that there are so many various types of gamers all over the world can make this a difficult task.
Learning Through Educational Video Games for Adults in the Pharmaceutical Industry
The application of game-based learning in the education of pharmacy students was investigated in this study. “Video Games for adults with both sophisticated and limited technological integration have the potential to improve educational results,” the researchers observed. To put it another way, pharmacy students benefited from playing games that ranged from the most basic to the most complex simulations.
“Intentional design principles and technology increase immersion and enhance the student experience,” was one of the findings of the study, which came to the conclusion that game-based learning can be applied to many different aspects of learning for pharmacy students. Additionally, the study found that game-based learning was effective overall in engaging players. There are numerous creative instances of GBL to be found in the research literature, and these can serve as a launchpad for the incorporation of new activities across a wide range of subject matter.
The researchers also proposed that future studies on game-based learning should include evaluation tools other than pre-tests and post-tests. This is because the researchers believe that the assessment methods that are now used may not offer us the full picture. Since a long time ago, the idea of using video games as useful assessment tools in and of itself has been a topic of intense interest among scholars, software developers, and teachers. Further research into the effects of game-based learning should produce some interesting findings in the not-too-distant future, and we can’t wait to find out what they are!
This review of the studies pertaining to instructional games for adults is now complete. When it comes to game-based learning for an audience older than those in grades K-12, the possibilities are practically endless, as you can see. In the workplace as well as in the classroom, educational video games can function as effective teaching aids. Everyone, regardless of age, can profit from engaging in activities that are both enjoyable and educational. Read other articles to know more about video games for adults.