Abstract
Background. Staff in healthcare and
Intervention. Students and workers face many barriers to receiving practical training in
Method. The 78 participants in this quasi-experimental study were divided into a serious game condition and a traditional learning condition. Participants were scored on their acquired knowledge across five categories and surveyed on their level of engagement in the learning method.
Results. Results demonstrated no significant differences between learning conditions on acquired knowledge, and significantly higher levels of engagement in the
Conclusion. Serious games may offer an effective way of teaching risk assessment and management skills to novice healthcare professionals. As an engaging, cost-effective, authentic, flexible, and self-directed learning method, the advantages of utilising serious gaming as a training tool in healthcare and human services are substantial.
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