Abstract
The use of serious games in education is growing, particularly within the field of health professional training (Graafland, Schraagen, & Schijven, 2012; Wattanasoontorn, Boada, Garcia, & Sbert, 2013). Serious games aim to teach or train whilst simultaneously entertaining and engaging users (Hawn, 2009). Serious games are viewed as a useful methodology for enhancing student motivation for learning and engagement with material (Coates, 2005). Despite being heralded as a cutting edge innovation, research validating the efficacy of serious games demonstrates mixed results (Susi, Johannesson, & Backlund, 2007). A serious game to support training of professional post graduate psychology students was developed by the first author. This paper presents the results of two pilot studies comparing the learning and training experiences of students using the serious game as compared to those using a control serious game and teaching as usual, as an example of an application of serious games in post graduate education.
Original language | English |
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Title of host publication | ASCILITE 2016 - Conference Proceedings - 33rd International Conference of Innovation, Practice and Research in the Use of Educational Technologies in Tertiary Education: Show Me the Learning |
Place of Publication | Adelaide |
Publisher | University of South Australia |
Pages | 409-411 |
Number of pages | 3 |
Publication status | Published - 2016 |
Externally published | Yes |
Event | 33rd International Conference of Innovation, Practice and Research in the Use of Educational Technologies in Tertiary Education, ASCILITE 2016 - Adelaide, Australia Duration: 27 Nov 2016 → 30 Nov 2016 |
Conference
Conference | 33rd International Conference of Innovation, Practice and Research in the Use of Educational Technologies in Tertiary Education, ASCILITE 2016 |
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Country/Territory | Australia |
City | Adelaide |
Period | 27/11/16 → 30/11/16 |