curriculum has been developed in parallel with
practical needs, thus making a lot of sense for the
teachers. While the discussions concerned the
existing learning objectives, it can be concluded that
the teachers think that perioperative nurses need
several sorts of skills, ranging from highly
automatised routines to the ability to act creatively
when necessary.
When we reflected on the objectives in light of
the strengths of educational games, it became
evident that only certain kinds of objectives can be
covered with a game, no matter how sophisticated it
may be technically or pedagogically. The widely
acknowledged strength of an educational game is
that it is a motivating means to train skills which
require a large amount of repetition. As discussed
above, perioperative nursing includes these kinds of
skills which are typically highly automatised
routines. At least in the training of these routines,
games have potential. From the point-of-view of the
application to be designed, this would mean that all
the objectives of perioperative nursing education are
not appropriate for inclusion into the pedagogical
requirements of the forthcoming application.
5 APPLYING THE LEARNING
OBJECTIVES
During the game development, the nursing teachers
and student groups were acting as the main content
providers. This task however proved very
challenging, in spite of the previously defined
learning aims. The content providing was heavily
restricted by the technological limitations of the
software. As a result, only certain types of computer
assisted learning could be implemented, such as
multiple choice questions. In order to cover all the
aspects of the perioperative nursing skills addressed
earlier, this is obviously not adequate. Formulating
the questions which address, for example, ethical
attitudes and the learner’s inner state of mind could
be rather complicated to put into practice this way.
Even though the game technology also afforded
open questions, the analysis of the success or failure
of the learner’s answers became impossible.
Therefore, the questions applied in the game
prototype covered almost solely professional skills
and theoretical knowledge. This gave the game a
certain form of written examination with multiple
choice questions, even though videos and pictures
were added to provide variation.
There are several risks for the success of learning
with this kind of game. It is overly ambitious to
assume that the players would maintain a high level
of motivation after playing a few times. The
questions measuring only superficial learning or
memory are hardly challenging. The problem-
solving tasks which require applying own reasoning
and reflection and which do not necessarily have
only one right or wrong answer would be much
more practical within this learning context. Game-
type learning always requires some kind of
measurement of success or failure. It should also
include some form of competition in order to be
motivating and addictive for the player. It can be
stated that the objectives of perioperative nursing
skills learning are hardly always issues which can be
used in a competitive form or measure at all.
Sometimes this issue and the issue of game playing
could even be in contradiction to one another.
The success of the project can be measured by
varying criteria. A suitable one in this
developmental project context is the result and
product success. The different stakeholders, e.g.
contractors, sponsors, project managers, team
members, users, ICT developers etc. might see the
project goals as well as the product success in a
number of ways (Pirhonen, 2013). According to
Pirhonen (2013), product success is a longitudinal
measurement which can be assessed according to
several criteria: whether it meets the organisational
strategic objectives, how satisfying it is for users and
stakeholder needs, what the business success is and
what the financial rewards are. These can be
completely verified once the product, in this case an
educational game, has been utilised. The result from
the various viewpoints can be that the objectives of
the game development project are not solely the
same as the objectives of the education research
aiming at maximal skills and learning objective
attainment. Sometimes the game development
project is guided by a strict budget and objectives to
develop visibly measurable results for the financing
organisation as fast and efficiently as possible. The
consequences of the differing aims and viewpoints
should however be acknowledged and understood
while evaluating both the product and the entire
success of the project. In this project, the
development of a prototype of an educational game
was in many ways successful and the quantitative
requirements were fulfilled. Yet, the acknowledged
shortcomings relating to learning content were
clearly an issue to address when the follow-up
project was launched at the beginning of 2014.
One definite conclusion is that at the beginning
of the project, the technical implementation of the
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