GBL for psychological intervention related skills : What challenges? What paths?

dc.contributor.authorSousa, Carla
dc.contributor.authorFonseca, Micaela
dc.contributor.authorMansuklal, Shivani
dc.contributor.authorCarvalho, Jéssica
dc.contributor.authorSilva, Diogo
dc.contributor.authorNeves, Pedro
dc.contributor.authorLuz, Filipe
dc.contributor.authorSalvador, Ágata
dc.contributor.authorCosta, Leonor
dc.contributor.authorOliveira, Jorge
dc.contributor.authorGamito, Pedro
dc.contributor.editorFotaris, Panagiotis
dc.contributor.institutionCICANT - Centre for Research in Applied Communication, Culture, and New Technologies
dc.contributor.institutionHEI-LAB - Human Environment Interaction Lab
dc.date.issued2021
dc.descriptionEuropean Conference on Games Based Learning
dc.description.abstractIn recent research, games have become an important reference with regards to learning skills with certain characteristics, as well as in promoting contemporary literacies. Games have similarly become highly relevant in the promotion of psychological well-being and mental health. Even considering this role in promoting learning in general, soft skills, motivation, cooperation, empathy, among others, in the field of psychological intervention, the potential of games has been much more applied to patients than to the psychologists and their professional development. The present study aims at mapping the intersection between psychological intervention related skills learning and game-based pedagogical strategies. For such purpose, a Systematic Literature Review was conducted through some of the most relevant scientific databases. The obtained sample was further selected following the PRISMA guidelines with screening and eligibility processes based on inclusion criteria, defined considering the research's aim. Non-peer reviewed research and studies aimed at other pedagogical approaches, such as gamification, were excluded from the final sample. Papers were categorized, coded, and analysed through statistical procedures and content analysis techniques. The results contextualize games as effective and feasible tools in the professional development of psychologists and psychology graduates, simultaneously highlighting the scarcity of resources in this field and the need for more experimental and quasi experimental approaches to foster evidence-based pedagogical choices.en
dc.identifier.citationSousa, C, Fonseca, M, Mansuklal, S, Carvalho, J, Silva, D, Neves, P, Luz, F, Salvador, Á, Costa, L, Oliveira, J & Gamito, P 2021, GBL for psychological intervention related skills : What challenges? What paths? in P Fotaris (ed.), Proceedings of the 15th European Conference on Game Based Learning, ECGBL 2021. Proceedings of the European Conference on Games-based Learning, vol. 2021-September, Dechema e.V., pp. 656-664, 15th European Conference on Game Based Learning, ECGBL 2021, Brighton, United Kingdom, 24/09/20. https://doi.org/10.34190/GBL.21.097
dc.identifier.doihttps://doi.org/10.34190/GBL.21.097
dc.identifier.isbn9781914587122
dc.identifier.issn2049-0992
dc.identifier.urihttps://hdl.handle.net/10437/12511
dc.identifier.urlhttp://hdl.handle.net/10437/12511
dc.identifier.urlhttps://www.scopus.com/pages/publications/85120685046
dc.language.isoeng
dc.peerreviewedyes
dc.publisherDechema e.V.
dc.publisher15th European Conference on Game Based Learning, ECGBL 2021
dc.relation.ispartofProceedings of the 15th European Conference on Game Based Learning, ECGBL 2021
dc.relation.ispartofseriesProceedings of the European Conference on Games-based Learning
dc.rightsopenAccess
dc.subjectPSICOLOGIA
dc.subjectESTUDANTES UNIVERSITÁRIOS
dc.subjectPROFISSIONAIS DE SAÚDE
dc.subjectAPRENDIZAGEM
dc.subjectPSYCHOLOGY
dc.subjectCOLLEGE STUDENTS
dc.subjectHEALTH CARE PROFESSIONALS
dc.subjectLEARNING
dc.subjectSDG 4 - Quality Education
dc.titleGBL for psychological intervention related skills : What challenges? What paths?en
dc.typeconferenceObject

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