H.XIE1, P. RAJALINGAM2, Z. Q. LI1, C. H. TAN1, L. LIU1
Institute of Mental Health1, Nanyang Technological University2
Research is interesting but learning about it can be boring. Concepts are highly abstract and a coherent and usable foundation requires capability in formulating hypotheses, operationalizing variables and employing suitable designs, data collection and analysis methods.
This project aims to develop a game to promote self-directed learning about research methodology in nurses and medical students.
A convenience sample of nurses and medical students were surveyed before game development. With the beta version, feedback from play testers self-identified to be disinterested in research, busy players and non-gamers were analyzed to elicit customers’ gaming preferences.
Findings were incorporated into various versions of the game while being reviewed by faculty teaching research methods before the golden master build.
40% of 26 respondents desired colourful graphics, 33% liked multi-level games, 20% asked for actionable steps to relieve boredom and 7% wished for music in the game.
People lacking interest in research preferred bite-sized and interactive repetition to remember research concepts while busy players sought idle game mechanics and non-gamers enjoyed escapist fantasy with engaging narratives.
Discovery was one of the core pillars of the game since clinical equipoise and serendipity were the basis of research in healthcare. Every level in the game emulated the research process and overcoming each level signified their capability to overcome barriers to research.
Integrating trivia quizzes and features playtesters preferred, the game protype reinforced core concepts of research methodology to facilitate the translation of research findings into healthcare practices and policies. Impact on research self-efficacy will be evaluated.