The creation and trial of a serious game to support teaching and learning of professional psychology competencies in postgraduate programs

Gillian McGregor, Emma Bartle

Research output: Contribution to journalArticlepeer-review

5 Citations (Scopus)

Abstract

The education of healthcare professionals is critical for the safe delivery of services to patients (Ricciardi & de Paolis, 2014). Postgraduate psychology students undertaking a professional degree encounter a steep learning curve when transitioning from theoretical knowledge to professional practice. This beginning student stage of development is fraught with anxiety and high-stress levels, and has implications for both student and client wellbeing (Skovholt & Ronnestad, 2003). Successful navigation of this phase is critical to psychology graduate competence and employability, with potentially lasting consequences for psychologists' perceptions of self-efficacy and career trajectory (De Stefano et al., 2007; Skovholt & Ronnestad, 2003). Serious games in health provide the potential for safe practice opportunities in an engaging and entertaining manner (Hawn, 2009; Knight et al., 2010). The author developed a serious game with the intention of providing postgraduate professional psychology students with increased and more convenient opportunity to practice psychological competencies. This paper synthesises game design theory into a prototype for educators to provide innovative solutions in a health context. It contributes to the body of research determining the efficacy of games in educational contexts and advances knowledge in the use of simulation pedagogies.
Original languageEnglish
Pages (from-to)15-28
Number of pages14
JournalAustralasian Journal of Educational Technology
Volume35
Issue number5
DOIs
Publication statusPublished - 2019
Externally publishedYes

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