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Matt Rutherford BS

Director of Technology
Mennonite College of Nursing
Office
EDW Edwards Hall 102
  • About
  • Education
  • Research

Current Courses

276.001Data Communications

214.005Social, Legal, And Ethical Issues In Information Technology

353.001Web Development Technologies

BS Information Technology Web Development

Illinois State University

Other

Wright, V., Bollhorst, A., & Rutherford, M. COLLABORATE: Learning IPE One Hand at a Time. Self Published at ISU (2021)

Presentations

Pront, L., Muller, A., Koschade, A., & Hutton, A. (2018). Gaming in nursing education: A literature review. Nursing Education Perspectives, 39(1) 23–28. https://doi.org/10.1097/01.NEP.0000000000000251.
Reed, J. M. (2020). Gaming in nursing education: Recent trends and future paths. Journal of Nursing Education, 59(7), 375–381. https://doi.org/10.3928/01484834-20200617-04.
Skiba, D. J. (2008). Nursing education 2.0: Games as pedagogical platforms. Nursing Education Perspectives, 29(3). 174–175.
Vlachopoulos, D., & Agoritsa, M. (2017). The effect of games and simulations on higher education: A systematic literature review. International Journal of Educational Technology in Higher Education, 14(1). 1–33. https://doi.org/10.1186/s41239-017-0062-1.
Learning Objectives:
1. Recognize the various professions involved in caring for a client within the primary healthcare setting throughout the Warm-Up Round of cards titled "Who am I".
2. Determine the top three professions needed to collaborate for the best outcome of their client throughout the main part of the game utilizing the "Scenario" cards.
3. Interpret the answers from the "Who and I" and "Scenario" cards within the debrief session of the COLLABORATE card game.
4. Examine how the use of an interactive card game may increase the learner’s knowledge across multiple disciplines of the topics presented within the game.

Much research is published on the effectiveness of games within academia. As an example, Vlachopoulos and Makri (2017) conducted a systematic literature review which indicated that games and/or simulations have a positive impact on learning goals.