An evaluation of the effectiveness of online clinical quandaries in increasing trainee clinical psychology knowledge

Authors

  • Karen McKenzie
  • Clara O’Shea
  • Paula Megson
  • Hamish Macleod
  • Michael Begg

DOI:

https://doi.org/10.1921/jpts.v8i2.365

Keywords:

online, clinical, quandary, training

Abstract

Game informed learning principles are increasingly being applied to both the wider educational context and specifically to allow the learner to role play a profession in a safe context prior to entering real practice. This questionnaire based study aimed to examine the impact of an online clinical quandary on the knowledge of trainee clinical psychologists in relation to challenging behaviour in people with a learning disability. Trainee knowledge in relation to key concepts required for successful assessment, intervention and evaluation of challenging behaviour was measured before and after using the clinical quandary, prior to any formal clinical psychology training (n=62). Trainee views on the use of the clinical quandary were also gathered. A significant increase in scores was found after using the clinical quandary, for the following factors: dealing with the initial referral; recording and overall total scores. Trainees evaluated the quandary as interesting, challenging, stimulating and helpful as a study aid. The results suggest that online clinical quandaries may offer a useful learning tool for increasing trainee knowledge and allowing them to rehearse skills in an environment where mistakes do not impact on patients.

References

British Psychological Society (2001). <i>Division of Clinical Psychology: Core philosophy and purpose of the profession</i>. Leicester: British Psychological Society <a target="_blank" href='http://www.jisc.ac.uk/uploaded_documents/Summary_report.pdf'>http://www.jisc.ac.uk/uploaded_documents/Summary_report.pdf</a>\nBall, T., Bush, A. and Emerson, E. (2004) <i>Psychological Interventions for Severely Challenging Behaviours Shown by People with Learning Disabilities: Clinical practice guidelines</i>. Leicester: British Psychological Society <a target="_blank" href='http://www.innovateonline.info/index.php?view=articleandid=80'>http://www.innovateonline.info/index.php?view=articleandid=80</a>\nBegg, M. (2008) Leveraging game informed learning in higher education. <i>Medical Teacher</i>, 30, 2, 155–158 <a target="_blank" href='http://www.gamedev.net/reference/articles/article2184.asp'>http://www.gamedev.net/reference/articles/article2184.asp</a>\nBegg, M., Dewhurst, D., and Macleod, H. (2005). Game informed learning: Applying computer game processes to higher education. <i>Innovate</i>, 1, 6 <a target="_blank" href='http://innovateonline.info/index.php?view=articleandid=79andaction=article'>http://innovateonline.info/index.php?view=articleandid=79andaction=article</a>\nBegg, M., Ellaway, R., Dewhurst, D., and Macleod, H. (2006) Virtual patients: Considerations of narrative and gameplay. Paper presented at the Digital Game Based Learning: 4th International Symposium for Information Design, Stuttgart Media University <a target="_blank" href='http://www.innovateonline.info/print.php?id=80andview=html'>http://www.innovateonline.info/print.php?id=80andview=html</a>\nBegg, M., Ellaway, R., Dewhurst, D., and Macleod, H. (2007) Transforming professional healthcare narratives into structured game informed learning activities. <i>Innovate</i>, 3, 6\nBiggs, J. (1999) <i>Constructing Learning by Aligning Teaching: Constructive alignment. Teaching for quality learning</i>. Buckingham: Society for Research in to Higher Education and Open University Press, 11–32\nCarpenter, J. (2005) <i>Evaluating Outcomes in Social Work Education</i>. Dundee/London : Scottish Institute for Excellence in Social Work Education (SIESWE) and the Social Care Institute for Excellence (SCIE)\nCohen, J. (1992) A power primer. <i>Psychological Bulletin</i>, 112, 1, 155–159\nCollins, H. and Evans, R. (2007) <i>Rethinking Expertise</i>. London: The University of Chicago Press\nde Freitas, S. and Oliver, M. (2006) How can exploratory learning with games and simulations within the curriculum be most effectively evaluated? <i>Computers and Education Special Issue on Gaming</i>. 46, 249–264\nde Freitas, S. (2006) Learning in Immersive Worlds: A review of game based Learning. Joint Information Systems Committee. Available at: <a target="_blank" href='http://www.jisc.ac.uk/media/documents/programmes/elearninginnovation/gamingreport_v3.pdf'>http://www.jisc.ac.uk/media/documents/programmes/elearninginnovation/gamingreport_v3.pdf</a>\nEmerson, E., Robertson, J., Gregory, N., Hatton, C., Kessissoglou, S., Hallam, A. and Hillery, J. (2000) Treatment and management of challenging behaviours in residential settings. <i>Journal of Applied Research in Intellectual Disabilities</i>, 13, 197–215\nFacer, K., Joiner, R., Stanton, D., Reid, J., Hull, R. and Kirk, D. (2004) Savannah: Mobile gaming and learning? <i>Journal of Computer-Assisted Learning</i>, 20, 399–409\nFrancis, R. (2006) Towards a pedagogy for game-based learning. Paper presented at JISC Online conference: Innovating with e-Learning 2006. 30th March. Cheltenham. Cited in De Feritas, S. (2006) Learning in Immersive Worlds: A review of Game Based Learning: JISC e-learning Programme. http://www.jisc.ac.uk/uploaded_documents/Summary_report.pdf Accessed 29th January 2007\nGee, J. P. (2003) <i>What Video Games have to Teach Us about Learning and Literacy</i>. New York: Palgrave Macmillan\nGee, J. (2005) What would a state of the art instructional video game look like? <i>Innovate</i> 1, 6. http://www.innovateonline.info/index.php?view=articleandid=80 (accessed March 5, 2008)\nGreen, C.S. and Bavelier, D. (2003) Action video game modifies visual selective attention. <i>Nature</i>, 423, 6939, 534–537\nLave, J. and E. Wenger (1991) Situated learning: Legitimate peripheral participation. Cambridge: Cambridge University Press\nMaharg, P. (2006) <i>On the Edge: ICT and the transformation of professional legal learning</i>. Last accessed 31st July 2008 at: <a target="_blank" href='http://webjcli.ncl.ac.uk/2006/issue3/html'>http://webjcli.ncl.ac.uk/2006/issue3/html</a>\nMalone, T.W. (1982) Heuristics for designing enjoyable user interfaces: Lessons from Computer Games. Proceedings of the 1982 conference on human factors in computing systems, Gaithersburg, Maryland: United States\nMalone, T.W. (1980) What makes things fun to learn? Heuristics for designing Instructional Computer games. Proceedings of the 3<sup>rd</sup> ACM SIGSMALL symposium and the first SIGPC symposium on Small systems. Palo Alto, California, United States\nMcKenzie, K., Simpson, F., Matheson, E., Murray, G.C. and Paxton, D. (2000) Challenging experiences. <i>Learning Disability Practice</i>, 2, 3, 8–11\nMitchell, A. and Savill-Smith, C. (2005). <i>The use of Computer and Video Games for Learning. A review of the literature</i>. London. Learning and Skills Development Agency\nNewman, J. (2004) <i>What is a Videogame? Rules, puzzles and simulations. in videogames</i>. London: Routledge\nO’Neil, H. F., Wainess, R. and Baker, E.L. (2005). Classification of learning outcomes: Evidence from the computer games literature. <i>Curriculum Journal</i>, 16, 4, 455–474\nRouse, R. (2001) <i>Game Design: Theory and practice</i> (2<sup>nd</sup> ed.): Wordware Game Developer’s Library http://www.gamedev.net/reference/articles/article2184.asp Accessed on 29th January, 2007\nSalmon, G. (2002). ‘The five-stage framework and e-tivities,’ in <i>E-tivities: The key to active online learning</i>. London: Kogan Page (pp. 10-36)\nSandford, R., Ulicsak, M., Facer, K. and Rudd, T. (2006) <i>Teaching with Games: Using commercial off the- shelf computer games in formal education</i>. Bristol. Futurelab\nShaffer, D.W. (2005). ‘Epistemic Games’, <i>Innovate</i>, 1, 6 Available at: http://innovateonline.info/index.php?view=articleandid=79andaction=article Last accessed 7th May 2008\nShaffer, D.W. (2004) Epistemic frames and islands of expertise: Learning from infusion experiences. Paper presented at the International Conference of the Learning Sciences, Santa Monica, CA, Cited in Gee J.P. (2005) What would a state of the art instructional video game look like? <i>Innovate</i> 1, 6 Http://www.innovateonline.info/print.php?id=80andview=html Accessed 29th January 2007\nSmith, M (1996) <i>Competence and competency. The Encyclopedia of Informal Education</i>. Available at: <a target="_blank" href='http://www.infed.org/biblio/b-comp.htm'>http://www.infed.org/biblio/b-comp.htm</a>\n

Downloads

Published

2012-12-20

How to Cite

McKenzie, K., O’Shea, C., Megson, P., Macleod, H., & Begg, M. (2012). An evaluation of the effectiveness of online clinical quandaries in increasing trainee clinical psychology knowledge. The Journal of Practice Teaching and Learning, 8(2), 7-24. https://doi.org/10.1921/jpts.v8i2.365

Issue

Section

Articles