Related Experiment Video
Updated: Mar 20, 2026

Setup and Execution of the Rapid Cycle Deliberate Practice Death Notification Curriculum
Published on: August 5, 2020
OC48 - Hurtology: an online course
Casey Frechette1, Barbara Frechette2
1USF St. Petersburg, Florida, US.
Unlabelled:
Theme: School health.
Background:
The prevalence of anxiety and depression suggests a need to improve on the mental health education of young people. The school setting can provide a venue for offering such knowledge to adolescents.
Objectives:
This study explored whether a video game enhances lessons designed to help adolescents become more receptive to learning about mental health concepts.
Methods:
This study used a quantitative between-subjects design. The first group experienced a set of computer-based lessons. The second group received the same content, but also played a video game designed to reinforce topics explored in the other materials.
Results:
The findings showed that game players demonstrated deeper learning on at least one measure.
Discussion:
Helping adolescents develop better ways to understand the relevance of emotional health is a worthwhile endeavour.
Conclusions:
New technologies can be used to improve learning and help young people become more receptive to addressing mental health concerns.
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