scholarly journals Leveraging Game-Based Learning Technologies to Introduce Adolescents to Health Science Careers During the COVID-19 Pandemic

2021 ◽  
Vol 4 (4) ◽  
Author(s):  
Randall Spain ◽  
Carlos Penilla ◽  
Elizabeth Ozer ◽  
Robert Taylor ◽  
Cathy Ringstaff ◽  
...  
2012 ◽  
Vol 2 (2) ◽  
pp. 1-12 ◽  
Author(s):  
Nathalie Charlier ◽  
Bieke De Fraine

As educational technology is rapidly changing, greater emphasis has been placed on preparing the next generation of teachers for effective technology integration into the classrooms. In this article, the authors describe the design, implementation, and evaluation of a course on digital game-based learning (DGBL) developed for the preservice teacher training programme in health science education in Flanders, Belgium. The objective was to provide an opportunity for teacher students to explore (i) the possibilities, considerations and constraints related to the use of digital games, and (ii) the practical design and try-out of a game in classroom settings. Results show that the games’ inclusion in the formal curriculum helps students to experience how DGBL can contribute to teaching and learning, improves self-confidence on technological skills, encourages the students to use DGBL in their future teaching activities, and enables them to engage their supervising teachers into using games in their classrooms.


2018 ◽  
Vol 8 (2) ◽  
pp. 115
Author(s):  
Micaela Dinis Esteves ◽  
Angela Pereira ◽  
Nuno Veiga ◽  
Rui Vasco ◽  
Anabela Veiga

We have conducted a study with higher level education students, in lecture classes of three Undergraduate Courses and one Professional Higher Technical Course that involved six different subjects with a total of 324 students. In this research the use of Game-Based Learning platform was analysed in order to encourage the students’ participation, increasing motivation and keeping them motivated and committed during lessons, therefore, increasing their learning skills. Based on these results, we recommend that Kahoot is used in lectures in order to help students develop their performances and abilities and at the same time be more successful and prepared to have an active participation in society.


2012 ◽  
Vol 7 (2) ◽  
pp. 54-60 ◽  
Author(s):  
Thomas Hutson ◽  
Sharon Pahlman

Health Science Explorations is a Maryland 4-H Program for youth ages ten and older. Hospital-based multi-day summer sessions and clubs that meet regularly, enable youth to interact with health care professionals in authentic medical settings. The program introduces youth to local health career opportunities, fosters science literacy and interest in science careers, and teaches healthy lifestyle practices. The authors share strategies to guide other educators through the process of developing their own science career exploration programs.


2009 ◽  
Vol 38 (1) ◽  
pp. 19-26 ◽  
Author(s):  
Heather Kelly ◽  
Anske Robinson ◽  
Marlene Drysdale ◽  
Janice Chesters ◽  
Susan Faulkner ◽  
...  

AbstractThe numbers of Indigenous students studying in health career courses at the tertiary level is low. This paper describes a forum conducted as part of a project of national significance which examines the solutions and barriers for Indigenous student entry to medical and other health science education. Small group discussions and observations were used to determine how a group of Indigenous students, school age and mature, became interested in a health career, what influenced them, their expectations and where they sourced information. The initial design of the forum, based on other successful non-Indigenous health career events, was deemed inappropriate. When an Indigenous educator intervened, and used a more culturally appropriate approach, the engagement of the Indigenous students increased. The importance of culturally relevant health career promotion is a vital part of a complex series of actions needed to increase the recruitment and retention of Indigenous students into health science careers.


2008 ◽  
Vol 30 (1) ◽  
pp. 25-33 ◽  
Author(s):  
Mike Carbonaro ◽  
Sharla King ◽  
Elizabeth Taylor ◽  
Franziska Satzinger ◽  
Fern Snart ◽  
...  

2020 ◽  
Vol 68 (4) ◽  
pp. 156-163
Author(s):  
M. Yelikbayeva ◽  
◽  
N. Akhmetov ◽  

The main goals and learning objectives set for teachers and educational organizations implemented in the lessons. The solution of most of these issues directly depends on the cooperative work of the teacher and students in the classroom. Therefore, the modern education system has undergone significant changes, especially in the field of attracting new technologies to learning, including game-based learning technologies. They increase the activity of students ' mental, creative, and other activities in the classroom. At the same time, the content of the lesson changes, and in the framework of the proposed game technology, the cooperative game activity of students and teachers comes to the fore. Such favorable conditions allow for purposeful learning of students, which, in turn, forms their most important qualities: critical thinking, analysis and synthesis of educational material, search for solutions to problems, teamwork, correction of work results, etc.


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