C. Conn, Aashiya Patel, Jacob Gavin, Mishell Granda-Salazar, Andrew N. Williams, Steven Barnes
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引用次数: 0
摘要
自我效能感是咨询理论知识与有效技术实际应用之间的桥梁(Akinlolu and Chukwudi, 2019)。此外,风险评估和管理是咨询培训的基本组成部分,这些领域的自我效能是道德实践的核心。游戏化代表了一个增加动机的机会,鼓励用户通过娱乐媒体参与到严肃内容中。本研究旨在介绍两项研究,涉及发展过程的概述和“视角:咨询模拟器”的初步评估,这是一种游戏化的培训工具,用于发展和提高英国实习咨询学生风险评估技能的自我效能感。本文介绍了“透视”的开发和最初的用户评估,以及对游戏能力的初步评估,该游戏能够根据英国咨询与心理学协会(BACP)的标准,在一群英国实习顾问中提供风险评估教育。首先,游戏原型版本的开发中期评估产生了良好的系统可用性得分和积极的用户反馈,同时确定了进一步改进的领域。其次,与游戏效能的初步评估相关的数据表明,当前形式的游戏在系统可用性方面得到了显著改善,并产生了描述性的,尽管在自我报告的自我效能方面没有统计上的显著改善。用户提供了更多反馈,并计划进一步开发和评价。原创性/价值据作者所知,本文首次开发和评估了一种游戏化工具,该工具具有可访问性和可扩展性,可用于教学和巩固符合BACP标准的英国咨询学生的风险评估技能。
“Development and evaluation of perspective: counselling simulator”: a gamified tool for developing risk-assessment skills in trainee counsellors
Purpose
Self-efficacy is the bridge between theoretical knowledge of counselling and practical application of effective techniques (Akinlolu and Chukwudi, 2019). Furthermore, risk-assessment and management are fundamental components of counselling training and self-efficacy in these areas is central to ethical practice. Gamification represents an opportunity to increase motivation encouraging users to engage with serious content via an entertaining medium. This study aims to present two studies concerning an outline of the development process and an initial evaluation of “Perspective: Counselling Simulator”, a gamified training tool for developing and enhancing self-efficacy in risk-assessment skills in trainee counselling students in the UK.
Design/methodology/approach
This paper presents the development and initial user-evaluation of “Perspective”, as well as an initial evaluation of the game’s capacity to deliver risk-assessment education in a group of UK-based trainee counsellors to British Association for Counselling and Psychology (BACP) standards.
Findings
Firstly, mid-development assessment of a prototype-version of the game produced a good system usability score and positive user-feedback, while identifying areas for further improvement. Secondly, data relating to an initial evaluation of the efficacy of the game suggest that the game in its current form is significantly improved in terms of system usability and produces descriptive, albeit not statistically significant improvements to self-reported self-efficacy. Additional feedback was provided by users and further development and evaluation is planned.
Originality/Value
This paper represents, to the best of the authors’ knowledge, the first of its kind in developing and evaluating a gamified tool with accessibility and scalability for teaching and consolidating risk-assessment skills of UK counselling students in-line with BACP standards.