Educational Application Design Process Experiences : Case Perioperative Nursing
Silvennoinen, M., & Pirhonen, A. (2014). Educational Application Design Process Experiences : Case Perioperative Nursing. In S. Zvacek, M. T. Restivo, J. Uhomoibhi, & M. Helfert (Eds.), CSEDU 2014 : Proceedings of the 6th International Conference on Computer Supported Education : Vol. 1 (pp. 545-550). SCITEPRESS – Science and Technology Publications. https://doi.org/10.5220/0004960505450550
Päivämäärä
2014From an educational point of view, the only relevant basis for the design of an educational application is the
learning objectives of the content area. In the development process of an educational application, there are
also other people involved besides educational experts. This paper describes a project which primarily aims
at developing an application for the needs of enhancing perioperative nursing skills’.
Besides application development, the project included research about the process. The research task was
to discover how the real – not only the formal – objectives could work as the starting point for the
construction of an educational game-like application. This paper presents the study process based on the
panel discussions of nursing teachers. In the panels, the teachers elaborated the objectives. The transcribed
discussions were analysed in terms of conceptions of learning and teaching of perioperative nursing.
The outcomes, the elaborated objectives, were aimed to be used as a basis for the implementation of an
educational game. In addition, the discussions were analysed from the perspective of the learning paradigm
they reflected. It is argued that views of learning are necessary to be understood in order to make appropriate
choices of educational strategy throughout the development process. Finally, this paper presents initial
observations of a user study of the game. They are discussed from the point of view of project success and
the potential of the chosen approach. It is concluded that the construction of this kind of game is a much
more effective means of learning than the playing of it, thus suggesting that students themselves should be
used as authors.
...
Julkaisija
SCITEPRESS – Science and Technology PublicationsEmojulkaisun ISBN
978-989-758-020-8Konferenssi
International Conference on Computer Supported EducationKuuluu julkaisuun
CSEDU 2014 : Proceedings of the 6th International Conference on Computer Supported Education : Vol. 1Asiasanat
Alkuperäislähde
http://www.csedu.org/?y=2014Julkaisu tutkimustietojärjestelmässä
https://converis.jyu.fi/converis/portal/detail/Publication/23595733
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