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Creating a simple Powerpoint multimedia game.

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David W Rodenbaugh, Heidi L Collins, Stephen E Dicarlo. 2002. Creating a simple Powerpoint multimedia game.. https://doi.org/10.1152/advances.2002.26.4.342

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Educational games for mental health professionals.

BACKGROUND: In traditional didactic teaching, the learner has a passive role, digesting the knowledge presented by the teacher. Stimulating and active teaching processes may be better at instilling information than more pedestrian approaches. Games involving repetition, reinforcement, association and use of multiple senses have been proposed as part of experiential learning. OBJECTIVES: To assess the effects of educational games on the knowledge and clinical skill of mental health professionals compared to the effects of standard teaching approaches. SEARCH STRATEGY: We performed electronic searches of AMED (1998 - November 2005), British Nursing Index (November 2005), Cochrane Library (Issue 3, 2005), Cochrane Schizophrenia Group Trials Register (November 2005), CINAHL (November 2005) EMBASE (November 2005), Educational Resources Information Centre on CSA (1966 - November 2005), MEDLINE (November 2005), PsycINFO (November 2005). We also searched references of all selected articles and contacted authors of included trials for more information. SELECTION CRITERIA: Randomised controlled trials comparing any educational game aiming at increasing knowledge and/or skills with a standard educational approach for mental health professionals. DATA COLLECTION AND ANALYSIS: We extracted data independently and analysed on an intention-to-treat basis. We analysed the individual person data using fixed effect Peto Odds Ratio (OR) calculated the 95% confidence intervals (CI). If appropriate, the number needed to treat (NNT) or number needed to harm (NNH) was estimated. For continuous data, we calculated weighted mean differences. MAIN RESULTS: We identified one trial (n=34) of an educational game for mental health nursing students of only a few hours follow up. For an outcome we arbitrarily defined ('no academically important improvement [a 10% improvement in scores]') those allocated to educational games fared considerably better than students in the standard education techniques group (OR 0.06 CI 0.01 to 0.27, NNT 3 CI 2 to 4). On average those in the games group scored six more points than the control students on a test of questions relevant to psychosis set to the standard of the mental health nursing curriculum of the day (WMD 6 CI 2.63 to 9.37). AUTHORS' CONCLUSIONS: Current limited evidence suggests educational games could help mental health students gain more points in their tests, especially if they have left revision to the last minute. This salient study should be refined and repeated.

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[Identification with an ingroup and a super-ordinate group and support provision toward outgroups: an examination in a simulated society game].

This study examined the determinants of attitudes toward intergroup support. The data was collected from the participants of a simulated society game (SIMINSOC; Hirose, 1997). The global society in the game includes rich and poor regions, and the poor regions need to obtain support from rich regions for survival. One hundred and thirty-two participants were randomly assigned to either rich or poor regions and were engaged in various activities in the game. The level of ingroup identity was manipulated by facilitating group activities in some groups but no in others. Then they answered questions regarding the identification, attributions of responsibility, and attitude toward support provision. The results indicated that the identification toward the ingroup increased attribution bias. Furthermore, the identification toward the global society increased the intent to provide support among those from the rich regions. The discussion considered the importance of including intergroup variables in the attributional approach to support provision.

Games, Experimental↗