Page 178 - Inovacije i izazovi u obrazovanju i sestrinskoj skrbi - KNJIGA SAŽETAKA
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INOVACIJE I IZAZOVI U OBRAZOVANJU I SESTRINSKOJ SKRBI - KNJIGA SAŽETAKA
Gamification in Health Care Theory
In today's modern era, students grow up with digital technology, develop different learning
styles and expect a modern form of education and more interesting teaching from teachers.
Faced with the challenges of the digital era, teachers are moving away from traditional teaching
methods and are forced to look for more successful ways to adapt and improve their teaching
and increase students' motivation and engagement. One of the most significant and interesting
trends in education is gamification, which represents an effective learning strategy.
Gamification implements game-like elements in non-game activities to increase engagement
and motivation through fun, and facilitate the learning process. It is designed to stimulate
intrinsic motivation, that is, the desire to do something because we have an interest in it. This
type of motivation allows students to really enjoy the themes they are learning. On the other
hand, digital games can be a powerful assessment tool because teachers can easily monitor what
students are doing. Nursing education has long had the task of methodical adaptation to the
requirements and complexity of medicine. The schools used face-to-face teaching, classroom
exercises, and clinical practice rotations as teaching modalities. However, following the trends
in education, gamification has found its place in health circles. The purpose of using games in
the education of nurses is to achieve specific goals and skills, i.e. health promotion.
The goal is to activate students to achieve planned learning outcomes or change their behavior
in a pleasant and efficient way. There are different platforms that can be used in nursing
education, such as educational games, mobile medical applications or virtual scenarios.
Many studies show the benefits of using games in medical education. Gamification enhances
learning, engagement and collaboration by applying real-life patient representations. It also
helps in distance learning, analyzes learning and provides faster feedback. The aim of this paper
is to present new trends in teaching, the application of digital tools and the use of gamification
in the theory of health care.
Key words: gamification, health care, games in health care education, digital tools, modern
teaching
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