Seriously, could playing be a better way to accompany someone towards their death? (notice n° 501823)
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fixed length control field | 02804cam a2200169 4500500 |
005 - DATE AND TIME OF LATEST TRANSACTION | |
control field | 20250121082853.0 |
041 ## - LANGUAGE CODE | |
Language code of text/sound track or separate title | fre |
042 ## - AUTHENTICATION CODE | |
Authentication code | dc |
100 10 - MAIN ENTRY--PERSONAL NAME | |
Personal name | Charmillot, Pierre-Alain |
Relator term | author |
245 00 - TITLE STATEMENT | |
Title | Seriously, could playing be a better way to accompany someone towards their death? |
260 ## - PUBLICATION, DISTRIBUTION, ETC. | |
Date of publication, distribution, etc. | 2017.<br/> |
500 ## - GENERAL NOTE | |
General note | 88 |
520 ## - SUMMARY, ETC. | |
Summary, etc. | The needs for end-of-life assistance will increase dramatically in the coming decades; consequently, staff will need to be better trained to meet the palliative care needs of an aging population. Medical and social professionals—nurses in particular—are key elements in accompanying elderly people towards their death. This task calls for high-level interpersonal skills, which form the basis for quality care and which provide the professionals with psychological protection. Specialized end-of-life training turns out to be a real challenge for teachers, as it touches on intimate, sensitive, and complex issues. The programs in vocational training centers are lined with educational tools for developing interpersonal skills, favoring learning groups on a human scale. Nevertheless, by favoring only group activities with teachers present—figures of authority—little space remains for a more intimate approach. Using technology tested in other fields, Serious Game is a high-potential teaching tool geared toward the young people in training today. This experimental research centers on a scenario of relational interaction between a patient and a care-giver in an end-of-life situation, from which we plan to develop four different Serious Game prototypes. They will be tested on 120 undergraduate students in three health and social schools and 20 professionals specialized in palliative care. The aim is to: (1) determine what is/are the environment(s) best-suited for teaching relational skills in the context of end of life; (2) procure a better understanding of Serious Game’s impact according to which media and supports are used; (3) study the possibility of transferring it to an older population. The first phase has led to the creation of a Serious Game scenario and prototype based entirely on text and a few images that we tested on 50 undergraduate students. The results show a high level of interest in—and pleasure playing—this game. The students report that they are capable of drumming up relational skills they have already acquired, as well as an awareness of their own emotional load in respect of the Other’s death. These first results encourage us to develop the entire project. |
700 10 - ADDED ENTRY--PERSONAL NAME | |
Personal name | Gobron, Stéphane |
Relator term | author |
786 0# - DATA SOURCE ENTRY | |
Note | Revue internationale de soins palliatifs | 32 | 2 | 2017-08-07 | p. 37-44 | 1664-1531 |
856 41 - ELECTRONIC LOCATION AND ACCESS | |
Uniform Resource Identifier | <a href="https://shs.cairn.info/journal-infokara-2017-2-page-37?lang=en&redirect-ssocas=7080">https://shs.cairn.info/journal-infokara-2017-2-page-37?lang=en&redirect-ssocas=7080</a> |
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