Abstract

This paper focuses on the use of game-based technology to effectively choose, prescribe, and safely use equipment, which are vital occupational therapy skills. A three-hour workshop was designed for 42 second year British occupational therapy students across two cohorts. The goal was for students to try out a variety of equipment ranging from small household and kitchen aids to elevating chairs and hoisting equipment. Students used the game-based technology during a class to encourage their engagement with practical aspects of equipment use and fitting. A short, optional survey indicated use of the game-based technology resulted in extremely high student engagement and faculty grading identified previously unnoticed student errors in the learning activity. After this workshop, students could enter practice with critical confidence rather than relying on fieldwork placements to provide adaptive equipment use skills.

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