Co-Design of an Escape Room for e-Mental Health Training of Mental Health Care Professionals: Research Through Design Study.

IF 2 Q3 HEALTH CARE SCIENCES & SERVICES
Joyce J P A Bierbooms, Wouter R J W Sluis-Thiescheffer, Milou Anne Feijt, Inge M B Bongers
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引用次数: 0

Abstract

Background: Many efforts to increase the uptake of e-mental health (eMH) have failed due to a lack of knowledge and skills, particularly among professionals. To train health care professionals in technology, serious gaming concepts such as educational escape rooms are increasingly used, which could also possibly be used in mental health care. However, such serious-game concepts are scarcely available for eMH training for mental health care professionals.

Objective: This study aims to co-design an escape room for training mental health care professionals' eMH skills and test the escape room's usability by exploring their experiences with this concept as a training method.

Methods: This project used a research through design approach with 3 design stages. In the first stage, the purpose, expectations, and storylines for the escape room were formulated in 2 co-design sessions with mental health care professionals, game designers, innovation staff, and researchers. In the second stage, the results were translated into the first escape room, which was tested in 3 sessions, including one web version of the escape room. In the third stage, the escape room was tested with mental health care professionals outside the co-design team. First, 2 test sessions took place, followed by 3 field study sessions. In the field study sessions, a questionnaire was used in combination with focus groups to assess the usability of the escape room for eMH training in practice.

Results: An escape room prototype was iteratively developed and tested by the co-design team, which delivered multiple suggestions for adaptations that were assimilated in each next version of the prototype. The field study showed that the escape room creates a positive mindset toward eMH. The suitability of the escape room to explore the possibilities of eMH was rated 4.7 out of 5 by the professionals who participated in the field study. In addition, it was found to be fun and educational at the same time, scoring 4.7 (SD 0.68) on a 5-point scale. Attention should be paid to the game's complexity, credibility, and flexibility. This is important for the usefulness of the escape room in clinical practice, which was rated an average of 3.8 (SD 0.77) on a 5-point scale. Finally, implementation challenges should be addressed, including organizational policy and stimulation of eMH training.

Conclusions: We can conclude that the perceived usability of an escape room for training mental health care professionals in eMH skills is promising. However, it requires additional effort to transfer the learnings into mental health care professionals' clinical practice. A straightforward implementation plan and testing the effectiveness of an escape room on skill enhancement in mental health care professionals are essential next steps to reach sustainable goals.

心理保健专业人员电子心理健康培训逃生室的共同设计:设计研究
背景:由于缺乏知识和技能,特别是专业人员缺乏知识和技能,许多增加电子心理健康(eMH)吸收的努力都失败了。为了培训医疗保健专业人员的技术,越来越多的人使用严肃的游戏概念,如教育密室,这也可能用于精神卫生保健。然而,对于精神卫生保健专业人员的eMH培训来说,这种严肃的游戏概念几乎是不可用的。目的:本研究旨在共同设计一个逃生室,用于心理卫生保健专业人员的eMH技能训练,并通过探索他们对eMH概念作为一种训练方法的体验,来检验逃生室的可用性。方法:本课题采用设计研究法,分为3个设计阶段。在第一阶段,越狱室的目的、期望和故事情节是由心理健康专家、游戏设计师、创新人员和研究人员共同设计的。在第二阶段,结果被转化为第一个逃生室,测试了三个阶段,包括一个网络版本的逃生室。在第三阶段,逃生室由共同设计团队之外的精神卫生保健专业人员进行测试。首先,进行了2次测试,随后进行了3次实地考察。在实地研究中,问卷调查与焦点小组结合使用,以评估逃生室在实践中对有效市场假说培训的可用性。结果:共同设计团队反复开发和测试了一个密室逃生原型,并提出了多种改进建议,这些建议被下一个版本的原型所吸收。实地研究表明,密室逃生创造了对有效市场假说的积极心态。参与实地研究的专业人员对逃生室探索eMH可能性的适宜性评分为4.7分(满分5分)。此外,它还被认为是有趣的,同时具有教育意义,在5分制中得到4.7分(标准差0.68)。应该注意游戏的复杂性、可信度和灵活性。这对于密室逃生在临床实践中的实用性非常重要,在5分制中,密室逃生的平均得分为3.8(标准差0.77)。最后,应解决实施方面的挑战,包括组织政策和激励eMH培训。结论:我们可以得出结论,逃生室对心理卫生保健专业人员eMH技能培训的感知可用性是有希望的。然而,它需要额外的努力将学习转化为精神卫生保健专业人员的临床实践。一个直接的实施计划和测试逃生室对提高精神卫生保健专业人员技能的有效性是实现可持续目标的必要步骤。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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来源期刊
JMIR Formative Research
JMIR Formative Research Medicine-Medicine (miscellaneous)
CiteScore
2.70
自引率
9.10%
发文量
579
审稿时长
12 weeks
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