Gamification - mental health training e-learning module 2

Objective
& Scope 

The primary objective of this gamified training was to enhance healthcare professionals’ ability to engage in empathetic and constructive conversations with patients dealing with mental health challenges. The scope included developing communication skills, active listening, and appropriate responses to varying emotional states; implementing role-playing dynamics to simulate real-world interactions; designing a branching narrative with multiple outcomes to reinforce decision-making abilities; and creating an adaptive learning system to personalize the training experience based on user performance.

Strategic execution for rapid
e-learning development

Role-Playing
Dynamics

Users step into the role of a healthcare officer, guiding Alena through her mental health journey. Branching scenarios ensure each decision shapes the narrative.

Dynamic Challenges and Responses

Each decision impacts the storyline, leading to unique challenges. Empathetic responses help Alena open up, while a clinical approach may cause resistance, deepening understanding.

Lifelines and Decision
Support

Users access lifelines like crisis guides, expert consultations, and decision aids, aiding complex decisions and reinforcing best practices.

Varied Endings for Enhanced Learning

Multiple endings based on choices promote replayability. Each session refines decision-making and communication techniques.

Adaptive Learning
Paths

Challenges and support adapt to user performance. Struggling users get guidance, while advanced learners tackle complex scenarios.

Enhanced Learning Engagement


Gamified role-playing significantly improved participation and retention.

Key Takeaways

Why This Approach Worked

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