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Educational games for mental health professionals
1Academic Unit of Psychiatry, 15, Hyde Terrace, Leeds, West Yorkshire, UK, LS2 9LT. thatsmepranths@yahoo.com
The Cochrane Database of Systematic Reviews
|April 21, 2006
Summary
Educational games may improve mental health professionals' knowledge and skills compared to traditional teaching. This approach shows promise for enhancing learning outcomes in healthcare education.
Area of Science:
- Medical Education
- Healthcare Professional Development
- Educational Psychology
Background:
- Traditional didactic teaching often positions learners passively.
- Active, experiential learning methods, including educational games, may enhance knowledge retention.
- Games utilize repetition, reinforcement, association, and multi-sensory engagement.
Purpose of the Study:
- To evaluate the impact of educational games on mental health professionals' knowledge and clinical skills.
- To compare the effectiveness of educational games against standard teaching methods.
Main Methods:
- Systematic search of multiple electronic databases (AMED, CINAHL, MEDLINE, PsycINFO, etc.) from 1966 to 2005.
- Inclusion of randomized controlled trials comparing educational games with standard educational approaches.
- Data extraction and intention-to-treat analysis using fixed effect Peto Odds Ratio and weighted mean differences.
Main Results:
- One trial (n=34) with short follow-up was analyzed.
- Educational games significantly improved scores compared to standard techniques (Odds Ratio 0.06, Number Needed to Treat 3).
- Participants in the games group scored higher on a psychosis knowledge test (Weighted Mean Difference 6 points).
Conclusions:
- Limited evidence suggests educational games can enhance test performance in mental health students.
- This learning method may be particularly beneficial for last-minute revision.
- Further research is needed to validate these findings.
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