Showroom apps
Think better CARE serious game PDF Print E-mail

Think better care is a serious game focusing on difficult dialogues between care staff and resident. While playing, users have several choices to make that will allow “resident satisfaction”, “quality of communication”, “relationship with the resident” and “time management” to be assessed. In this game, there are different elements which facilitate the reflective process: 

 

  • through feedbacks, users can check their behaviour during the game experience and reflect on it;
  • with self-evaluation processes users are motivated to reflect on their actions and reactions during the game;
  • the possibility to see the thoughts of the counterpart allows users to compare different points of view;
  • through several data, e.g. coming from the mood map, users can check their behaviour and reflect on it;
  • final reports facilitate users to reflect on the whole experience they had during the game.

 

Links:

Go to Youtube to have an idea of the Think better CARE serious game.

 Link to the Think better CARE flyer (pdf).

 

Quotes from testers/users:

“It is certainly an interesting idea for training and reflection, and I really appreciate it!” user
“..good approach to staff training and to encourage staff to reflect and think more generally about how they work and the consequences of how they care” administrator of a care home
“The option at the end of the game to review your feelings etc. is a great idea’ user
“…find this very interesting and also fun as learning should also be fun!!! Can’t wait to get started!!” responsable of a care home 


Testversion:

For a testversion of the Think better CARE serious game (login and password needed).

Please contact This e-mail address is being protected from spambots. You need JavaScript enabled to view it for information, logins etc.

 

How does it work? 

During the game, players have several options of action: the decisions in each step will determine the next step! 
 

Whenever users feel is relevant, they have the possibility to record their emotional state through a so called “mood map” based on the ‘Circumplex model of affect’ (Russel, 1989).

 
After playing users will have to do a self-evaluation, based on pre-defined parameters to state how they think they have performed. 

 
Furthermore a feedback based on the same parameters comes then from the system and a graph comparing the two is displayed.

 
Finally, in order to be able to better reflect on the differences and on the experience, users will be able to review the dialogues, where the thoughts of the counterpart are shown as well (these are not displayed while playing the game).