Much ado about the flu: Design and implementation of an e-role play for a large class of undergraduate students

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Abstract

Role play in a face-to-face setting is becoming widely accepted as a useful pedagogy in nurse education. However, online e-role play i.e. role play which occurs using an electronic medium, is less well used, particularly with large classes. This paper will discuss the design and implementation of an online e-role play for a large class (n = 414) of undergraduate Nursing and Midwifery students. It describes the rationale for the use of this method and the expected learning outcomes followed by detail about how the e-role play was designed. It also discusses challenges faced in implementing this learning activity with a large group of students and then outlines student and staff evaluation of the e-role play. Finally lessons learned and implications for using this pedagogy in nurse education are considered.

Section snippets

Background

Nursing graduates require skills in collaboration, communication and reflection to enable them to work effectively with other health professionals and to deliver quality health care (Coeling and Cukr, 2000, Kalisch et al., 2007). However, the opportunities to develop these skills in the clinical setting maybe limited particularly when, there are large numbers of students, an off campus cohort and limited clinical placement opportunities (Barnett et al., 2008). The use of e-role play as one

The design

The specific challenges in context for this e-role play were that the learning activity needed to cater for on campus (face-to-face) and off campus (distance) students, third year midwifery, and first year nursing students. Additionally we had a large teaching team of 13 faculty members some with as few as 25 students (one tutorial group) others with as many as 75 (in three tutorial groups).

The e-role play aimed to provide an experiential learning activity for this diverse range of students

Survey results

143 students responded (response rate = 34%). Responses to the student survey are given in Fig. 3 and Table 1 and will be further discussed here. Staff survey results will follow.

Discussion

This e-role play experience for large classes of students has proved challenging for the project team as well as for faculty and students. As a consequence, the lessons learnt from this experience will inform changes to future offerings of the e-role play.

We anticipated that 10 days would allow students time to think and reflect, as well as promote deep engagement, develop communication and team work skills. Judging from the generally positive response from both students and faculty about

Conclusions

The development and implementation of the e-role play for a large cohort of students posed significant challenges for both students and faculty. The challenges related to, designing a tool that would cater for a diverse range of students, choosing a Learning Management System (Moodle) where postings would remain anonymous and aligning the content and focus of the e-role play with the course learning objectives.

From the students’ perspective, the e-role play facilitated the development of

Acknowledgements

This project was funded by an UniSA Division of Health Sciences Teaching and Learning grant. We acknowledge the assistance, of Ann Davenport (private consultant) and Dale Wache (UniSA) for their expert assistance during the design phase of the project. We also thank Alison Hall (Coordinator of Online Communities | EdNA) for her assistance in setting up and running the e-sim. We would also like to thank all students who evaluated the e-sim, as well as faculty teaching in the course.

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