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基于游戏的培训环境设计,以提高精神卫生保健专业人员使用电子心理健康的技能:多方法用户需求分析

Design of a Game-Based Training Environment to Enhance Mental Health Care Professionals' Skills in Using e-Mental Health: Multiple Methods User Requirements Analysis.

作者信息

Bierbooms Joyce, Feijt Milou A, IJsselsteijn Wijnand A, Bongers Inge M B

机构信息

Tranzo, Tilburg School of Social and Behavioral Sciences, Tilburg University, Tilburg, Netherlands.

Human-Technology Interaction, Eindhoven University of Technology, Eindhoven, Netherlands.

出版信息

JMIR Serious Games. 2022 Jul 27;10(3):e34700. doi: 10.2196/34700.

Abstract

BACKGROUND

A major factor hampering the adoption of technology in mental health care is a lack of knowledge and skills. Serious gaming offers a potentially effective strategy to enhance the skills needed through experiencing and learning-by-doing in a playful way. However, serious gaming solutions are not widely available for mental health care. Therefore, the development of a game-based training environment in mental health care was pursued in a design project. The first step in such a design project is to identify user requirements that should be met.

OBJECTIVE

This study aims to deliver user requirements that inform the design of a game-based training environment for mental health care professionals. This environment aims to support mental health care professionals' knowledge and skill enhancement regarding the use of e-mental health (eMH); for example, video calling, mobile apps, web-based treatment modules, and techniques such as virtual or augmented reality.

METHODS

We used an exploratory multiple methods design consisting of a web-based questionnaire, co-design sessions, and interviews. To ensure a good representation of the target user group, professionals from various disciplines within mental health care were included in the research. The multiple methods design facilitates a broad view of user needs and in-depth knowledge of specific design requirements. We describe the protocol for this research project in a protocol paper published in the JMIR Research Protocols in February 2021.

RESULTS

The user requirements analysis revealed three types of users for the envisioned game-based training environment: mental health care professionals who want to learn about the basic possibilities of eMH, mental health care professionals who want to develop their eMH skills to the next level, and mental health care professionals who want to experiment with new technologies. This reflects the diversity of needs that were identified, as well as the need to develop a diversity of suitable scenarios in the environment. User requirements analysis shows that the focus of a training environment should be on increasing knowledge about the possibilities of eMH, focusing on experiencing the benefits in particular situations, and building confidence in using eMH in a therapeutic setting. This requires careful consideration of the suitable game characteristics.

CONCLUSIONS

Improvement of mental health care professionals' skills in eMH requires an environment that is user driven and flexible, and simultaneously incorporates contextual factors that are relevant for its implementation in practice. This user requirements analysis contributes to the understanding of the issues that should be considered in the development of a game-based training environment. This shows that there are multiple and diverse learning needs among mental health care professionals. Various client populations, services, and situations demand various options for training.

INTERNATIONAL REGISTERED REPORT IDENTIFIER (IRRID): RR2-10.2196/18815.

摘要

背景

阻碍心理健康护理领域采用技术的一个主要因素是缺乏知识和技能。严肃游戏提供了一种潜在有效的策略,通过以有趣的方式体验和实践来提高所需技能。然而,严肃游戏解决方案在心理健康护理领域并不广泛可用。因此,在一个设计项目中开展了心理健康护理领域基于游戏的培训环境的开发。此类设计项目的第一步是确定应满足的用户需求。

目的

本研究旨在提供用户需求,为心理健康护理专业人员基于游戏的培训环境设计提供参考。该环境旨在支持心理健康护理专业人员提升关于使用电子心理健康(eMH)的知识和技能;例如,视频通话、移动应用程序、基于网络的治疗模块以及虚拟或增强现实等技术。

方法

我们采用了一种探索性的多方法设计,包括基于网络的问卷调查、协同设计会议和访谈。为确保目标用户群体具有良好的代表性,研究纳入了心理健康护理领域各个学科的专业人员。多方法设计有助于全面了解用户需求,并深入掌握具体的设计要求。我们在2021年2月发表于《JMIR研究协议》的一篇协议论文中描述了该研究项目的方案。

结果

用户需求分析揭示了设想的基于游戏的培训环境的三类用户:想要了解eMH基本可能性的心理健康护理专业人员、想要将其eMH技能提升到更高水平的心理健康护理专业人员以及想要试验新技术的心理健康护理专业人员。这反映了所确定需求的多样性,以及在该环境中开发多种合适场景的必要性。用户需求分析表明,培训环境的重点应是增加对eMH可能性的了解,尤其注重在特定情况下体验其益处,并增强在治疗环境中使用eMH的信心。这需要仔细考虑合适的游戏特性。

结论

提高心理健康护理专业人员在eMH方面的技能需要一个以用户为导向且灵活的环境,同时纳入与在实践中实施相关的背景因素。这种用户需求分析有助于理解在基于游戏的培训环境开发中应考虑的问题。这表明心理健康护理专业人员存在多种不同的学习需求。不同的客户群体、服务和情况需要各种培训选项。

国际注册报告标识符(IRRID):RR2-10.2196/18815。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/794f/9377428/34560c6e7991/games_v10i3e34700_fig1.jpg

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