Jeff Tabor

Jeff Tabor

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I learned that game-based learning creates meaningful, reality-based experiences that enhance engagement and critical thinking, while gamification only adds surface-level motivation. I plan to apply this by incorporating simulations and case-based games to help students practice skills in a safe, interactive way.
 
 
 

From this module, I have learned that gaming and simulation can be powerful tools to enhance engagement, critical thinking, and problem-solving when used intentionally in education. The readings highlighted that game-based learning goes beyond making content enjoyable by creating reality-based experiences where learners can take risks and immediately see the consequences of their decisions. I also came to understand the difference between gamification, which uses points or badges, and true game-based learning, which immerses students in meaningful scenarios and simulations. Moving forward, I plan to incorporate simulation activities, scenario-based quizzes, and role-play opportunities to give students safe spaces to practice… >>>

I have learned that using games and having interactive simulation platforms can be beneficial for both in-person and online courses. Although these are useful, there may be limitations.

Exploring concepts like Knowles’ four principles, reality-based learning, and responsive facilitation has reinforced the importance of creating learning environments that are dialogic, performance-centered, and adaptable to diverse learner needs. I intend to apply these lessons by building more choice and autonomy into my courses, intentionally drawing on students’ reservoirs of experience during discussions, and framing content consistently around the roles they are preparing to step into as nurses. I also plan to strengthen my facilitation by offering constructive, non-judgmental feedback, creating opportunities for students to set and track their own learning objectives, and incorporating evidence-appraisal activities that highlight that knowledge… >>>

Active learning, especially in an online environment, requires that the instructor have access to technology, they must be familiar with the technology, and that the technology must be functional. If videos are used, they should be used in segments of around 15 minutes or less. Some higher learning institutions may not embrace this type of learning as much as others. This type of learning facilitates critical thinking.

Active learning requires student learning where the instructor is more of a facilitator and guide. This type of learning is more accepted by students who are younger (born after 1994) and keeps students more engaged. This learning places more responsibility on the learner.

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