2019
DOI: 10.1177/1046878119837314
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Using a Serious Game to Train Violence Risk Assessment and Management Skills

Abstract: Background. Staff in healthcare and human services settings are frequently exposed to interpersonal violence and challenging behaviour that requires competence in assessing and managing the associated risks. The pressure to adequately manage these risks can result in high levels of workplace stress. Intervention. Students and workers face many barriers to receiving practical training in risk assessment and management, and serious gaming has shown promise as a method of learning in a realistic, experiential, an… Show more

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Cited by 8 publications
(8 citation statements)
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References 38 publications
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“…The main technologies mentioned in gamification for online education are simulation with 70 articles, IoT with 56 articles and virtual or augmented reality with 46 articles. The aim is to introduce interactive sessions to reinforce teaching (Choudhury et al , 2009); implementing prototypes that simulate reality (Prochazkova et al , 2019; Chan et al , 2019; Johnsen et al , 2018; Fernández et al , 2016); presenting the content in modular structures combining face-to-face and virtual (Akaslan and Law, 2016); comparing results with conventional instruction (Mason and Loader, 2019); exploring knowledge retention and learning effectiveness (Hernández-Lara et al , 2019; Bernik et al , 2019; De-Marcos et al , 2017; Ibáñez et al , 2014); investigating student motivation in an electronic learning environment (Domínguez et al , 2013), among others. The technologies with less representation were additive manufacturing with four articles, followed by vertical or horizontal integration systems with five articles and autonomous robots with six articles (Table 3).…”
Section: Resultsmentioning
confidence: 99%
“…The main technologies mentioned in gamification for online education are simulation with 70 articles, IoT with 56 articles and virtual or augmented reality with 46 articles. The aim is to introduce interactive sessions to reinforce teaching (Choudhury et al , 2009); implementing prototypes that simulate reality (Prochazkova et al , 2019; Chan et al , 2019; Johnsen et al , 2018; Fernández et al , 2016); presenting the content in modular structures combining face-to-face and virtual (Akaslan and Law, 2016); comparing results with conventional instruction (Mason and Loader, 2019); exploring knowledge retention and learning effectiveness (Hernández-Lara et al , 2019; Bernik et al , 2019; De-Marcos et al , 2017; Ibáñez et al , 2014); investigating student motivation in an electronic learning environment (Domínguez et al , 2013), among others. The technologies with less representation were additive manufacturing with four articles, followed by vertical or horizontal integration systems with five articles and autonomous robots with six articles (Table 3).…”
Section: Resultsmentioning
confidence: 99%
“…In [108], games were used in virtual-world scenarios to take risks in a safe place for real-world activities. In [93], the students who completed the gamified experiment obtained better grades for practical tasks and overall scores; the results and effectiveness of learning compared to the traditional models is also presented in [102]. Learning to deal with complex and constantly evolving environments is also a result of this learning format [32].…”
Section: Discussionmentioning
confidence: 99%
“…It also allows for a fantastic metaphor and a dramatization dynamic underlying a problem-based learning strategy [95,128]. Still, it makes it possible to create more authentic and realistic environments that contribute to better identifying behaviors and greater involvement of participants [102].…”
Section: The Main Elements Used To Stimulate the Learning Cyclementioning
confidence: 99%
“…Uma das alternativas para enfrentar essa dificuldade é o emprego de instrumentos de gamificação e de jogos sérios nos processos de treinamento e desenvolvimento organizacional. Essas estratégias têm sido reconhecidas como uma contribuição para o desenvolvimento dos profissionais, particularmente no que diz respeito ao desenvolvimento de conhecimentos, habilidades e atitudes, ou seja, elementos mobilizados que compõem as competências (Allal-Chérif, Bidan & Makhlouf, 2016;El Idrissi, Chemsi, El Kababi & Radid, 2022;Gurbuz & Celik, 2022;Jaunay et al, 2019;Le Boterf, 1995;Mason & Loader, 2019;Michael & Chen, 2006;Miguel, Lage & Galindez, 2020;Ypsilanti, Vivas, Räisänen, Viitala, Ijäs & Ropes, 2014). Por isso, a gamificação e os jogos sérios têm sido considerados ferramentas relevantes para programas de treinamento e desenvolvimento, especialmente em áreas sensíveis, como a interação homem-computador (Armstrong, Landers & Collmus, 2016;Armstrong & Landers, 2018;Deterding, 2018;Landers, 2018;van Bree, 2014).…”
Section: Introductionunclassified