The use of games and interactive assignments in the e-learning environment can be a way to engage students in the learning process while having some fun at the same time. Games and simulations allow the student to apply their knowledge and understanding of the course material to new situations. The game or interactive assignment provides the student the opportunity to practice the skills they have learned without being penalized for bad outcomes. In many health professions education programs students are learning to treat patients. Without the opportunity to practice these skills in a simulated environment upon graduation the student could make a mistake where the outcomes can be detrimental to the organization or a patient. Examples of simulations might be diagnosis and procedure coding on practice patient records or running a lab test on practice patient samples.
Interactive activities, games and simulations can be effective at all levels of education. Kalyuga (2007) defines four levels of interactivity: a feedback level where students are provided hints for the next step; a manipulation level that involves real-time online change in response to student actions; an adaption level which involves responses that are tailored to the students’ previous behavior; and a communication level which requires online asynchronous or synchronous communication channels. Each of these levels is appropriate in any e-learning situation.
In professional programs interactive activities, games and simulations are an important part of the curriculum. The student must be exposed as much as possible to the real-world working environment during their education so that they can perform on the job effectively. This is certainly more challenging in the e-learning environment then in the traditional classroom/laboratory setting. It is possible to replicate the working environment in the e-learning course with some creativity from the instructor and time from the students. The interactive activity in the e-learning environment need to be well thought out and framed by the instructor. The students need to have experience in the simulated setting or have time to learn to use the simulation before grades are factored in. This allows the students to focus on the activity and for real learning to occur rather than poor grades being based on the use of the simulation or game. It is also critical for the instructor to practice the simulation and make sure that it is working prior to assigning it to students.
References:
Kalyuga, S. (2007). Enhancing Instructional Efficiency of Interactive E-learning Environments: A Cognitive Load Perspecrtive. Educational Psychology Review, 19(3), 387-399. Doi:10.1007/s10648-007-9051-6. Retrieved January 29 , 2010 from http://hal.weber.edu:2200/login?url=http://search.ebscohost.com/login.aspx?direct=true&db=aph&AN=26515224&site=ehost-live.