Saturday, October 15, 2005

a Virtual Learning Game for a real audience

The following is a description of a hypothetical Web-based learning environment for a target audience of mental health clinicians. The format is a game-based virtual-reality social simulation.

When beginning the program, the learner encounters the first frame of information. It contains the full title of the learning program and instructions for play, as follows:
Welcome to ‘Clinical Assessment Skills – Assessing Suicide Risk’
This learning program places you into a realistic virtual office environment, where you are a therapist conducting a clinical practice with numerous outpatient clients. During game play, you interact with a randomly assigned client over 6 therapy sessions (also known as levels, or rounds). Your objective is to maintain the health of your client by making appropriate assessment and intervention decisions.

The program is designed to mirror a real world clinical session. Each level of play has a time limit, indicated by a time meter indicator at the bottom of the screen. Each level of play will last 15 minutes, and a 6 session course of play should last about 90 minutes.

You will also notice a health meter and a trust meter at the bottom of the screen. These values will fluctuate based on your selected responses within the interview session. At the end of a six session course of play, you will receive an overall score based on your skill in appropriately assessing the client’s risk over time.

To begin, click the enter sign on your office door. The second frame of information contains a close-up view of an appointment book titled ‘Today’s Schedule.’ The page indicates the actual date and time next to a drop down list of client names. Only one name is highlighted per game – upon clicking on the name, the screen changes to the interior of your office. As you watch from behind your desk, a realistic human avatar emerges through the open door. As your new client settles into a seat, the avatar’s digital voice begins describing the presenting problem. You consider your response from the selections on the screen as you observe his or her body movements and facial expressions. The session continues as you and the client avatar interact.

Although each successive screen interaction offers a wide array of responses, you have 3 hyperlink choices always available.
  1. “Consult with a colleague” accesses the help menu.
  2. “Recommend immediate hospitalization” ends the current game by providing a final score.
  3. “Schedule next week’s session” moves to the next round of play.
Advanced features of the learning program include running multiple games to interact with more clients on your daily schedule, the introduction of family member characters, more complicated presenting problems, and more symptomatic clients.

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