Mastering research design through interactive gameplay: The development and evaluation of a serious game to improve knowledge and experience of research design and implementation  

Anne Daykin (School of Health and Social Care) 

Gamification has emerged as a noteworthy technological advancement in cultivating human engagement, particularly in the realm of education. One notable application of gamification in education is the development of serious games, specifically designed to facilitate learning and skill development.

In the field of research methodology, where understanding and applying complex concepts can be challenging, the incorporation of a serious game could offer a dynamic and immersive learning experience for users. Imagine a serious game designed to guide participants through the research design process, from formulating a research question to disseminating findings. Players would navigate through different levels or stages of the game, each focusing on a specific aspect of research design.

This presentation aims to introduce the concept of creating a serious game focused on enhancing knowledge and experience in healthcare research design and implementation, engaging the audience in brainstorming sessions to gather their insights on its development, evaluating user perceptions in terms of acceptability and effectiveness, and gauging interest in potential collaboration on the project.

By leveraging the immersive and interactive nature of serious games, this innovative approach to research methodology education could offer a dynamic and experiential learning experience, ultimately empowering participants with the knowledge and skills needed to conduct rigorous and ethical research in their respective fields.