UNLABELLED: Theme: School health. BACKGROUND: The prevalence of anxiety and depression suggests a need to improve on the mental health education of young people. The school setting can provide a venue for offering such knowledge to adolescents. OBJECTIVES: This study explored whether a video game enhances lessons designed to help adolescents become more receptive to learning about mental health concepts. METHODS: This study used a quantitative between-subjects design. The first group experienced a set of computer-based lessons. The second group received the same content, but also played a video game designed to reinforce topics explored in the other materials. RESULTS: The findings showed that game players demonstrated deeper learning on at least one measure. DISCUSSION: Helping adolescents develop better ways to understand the relevance of emotional health is a worthwhile endeavour. CONCLUSIONS: New technologies can be used to improve learning and help young people become more receptive to addressing mental health concerns.
CITATION STYLE
Frechette, C., & Frechette, B. (2016). OC48 - Hurtology: an online course. Nursing Children and Young People, 28(4), 87. https://doi.org/10.7748/ncyp.28.4.87.s79
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