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Updated: Aug 5, 2026

Combining Computer Game-Based Behavioural Experiments With High-Density EEG and Infrared Gaze Tracking
Published on: December 16, 2010
Learning can be fun with gaming
1Southeast Missouri State University, Cape Girardeau.
Abstract:
Despite the very specific name of this game, the format of "Pancreaticmania" can be readily and inexpensively adapted to accommodate other content areas at various curricular levels. For example, by changing the name, this gaming format could be adapted to teach other medical-surgical content as well as concepts in such specialty areas as psychiatry nursing, maternal-child, or pediatrics. Question categories could be developed based on content and course objectives. Length of play could be adapted to meet specific needs or time constraints. With minor changes in terminology and focus, this game was used as a teaching tool in a diabetic support group. Students, as well as other adult learners, enjoy and gain from the variety that gaming provides. Since the game requires only the use of a die, diabetic candy, and 3 x 5 index cards, the game can easily be used in the classroom or transported to the clinical setting. Any number of students can play the game. However, if a team is too large, the quality of intragroup interaction may diminish. Motivation and enjoyment by the learner should be considered when selecting instructional strategies for teaching nursing. Gaming is an instructional strategy that requires active participation by the learner. Once actively involved in the experience, the student is receptive to learning. Gaming can be used as a tool to link theory to real-life situations through the application of principles and concepts.
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