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Title: Virtual Gaming Simulation : Crisis intervention
Authors: Ramjattan, Roxanne
Verkuyl, Margaret
Marley, Ryan
Anderson, Guino
Michalski, Lucas
Bakker, Jasper
Humber, Jen
Lange, Ivan
Miller, Sophia
Ramkissoon, Cintra
Bound, Tessa
Williams, Megan
Antongiovanni, Daniella
Dam, Damon
Bendavid, Sandrine
Lucas, Tiffani
Watson, Erica
Mushtaq, Seemab
Oliveira, Rebecca
Karklins, Maris
Catenazzo, Gina
Keywords: Suicide
Issue Date: 28-Feb-2022
Publisher: Seneca College
Series/Report no.:
Abstract: The following Virtual Gaming Simulation (VGS) was a student-led project which involved a digital recreation of a mental health scenario to demonstrate a suicide risk assessment. This VGS provides learners with the opportunity to make decisions in a setting that replicates the complicated conditions of working with a client who is suicidal in a safe learning environment. The main objective of this project is to increase learners’ confidence and readiness when working with clients who are suicidal. This VGS provides a performance report and self-debrief questions to increase the learners’ decision-making skills and application of practical knowledge. User guides are also available to help educators integrate this VGS in courses, trainings, and/or workshops.
Appears in Collections:VLS Collection

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educator-guide-training2.pdf%%dl%% Digital PDF9.74 kBPDFView/Open

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