基于闪卡的在线教育游戏:提高对艾滋病的认识,消除对艾滋病的偏见

Intan Farida Yasmin, Titiek Djannatun, Dian Widiyanti
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引用次数: 0

摘要

导言:印度尼西亚的艾滋病发病率居高不下,而针对学生的艾滋病宣传计划却很少。以游戏为基础的学习作为提高学生艾滋病意识的另一种方法尚未得到研究。目的:本研究量化了 YARSI 艾滋病关怀组织发明的基于闪存卡的教育游戏对雅加达高中生的影响。方法:在 112 名雅加达 SMA 27 高中学生中开展了一项简单的随机对照研究(干预组,56 人;对照组,56 人)。使用经过验证的调查问卷对教育游戏前后的艾滋病知识和态度得分进行了评估。使用基于闪存卡的游戏进行在线干预。对两组的前后得分进行了单变量和双变量分析。结果显示游戏结束后,干预组的艾滋病毒/艾滋病综合知识得分有了显著提高(测试前与测试后相比,前者为 65 分,后者为 90 分,P<0.01),而对照组的得分保持不变。 干预组的知识和态度得分也高于对照组(P<0.01)。结论以抽认卡为基础的教育游戏大大提高了对艾滋病的全面认识和对艾滋病的积极态度。因此,可以在针对学生的艾滋病宣传计划中采用这种方法
本文章由计算机程序翻译,如有差异,请以英文原文为准。
FLASHCARD-BASED ONLINE EDUCATIONAL GAME FOR IMPROVING HIV-AIDS KNOWLEDGE AND STIGMA
Introduction: The burden of HIV-AIDS cases in Indonesia remains high, while HIV-AIDS promotion programs targeting students remain low. Game-based learning has not been investigated as an alternative method for improving HIV-AIDS awareness among students. Aims: this study quantifies the impact of the flashcard-based educational game invented by YARSI HIV-AIDS Care on high school students in Jakarta. Method: A simple randomized controlled study was conducted among 112 SMA 27 Jakarta students (intervention, n=56; control, n= 56). The HIV-AIDS knowledge and attitude scores before and after the educational game were evaluated using a validated questionnaire. An intervention using a flashcard-based game is conducted online. Univariate and Bivariate analyses of the pre-and post-scores for both groups were performed. Result: Following the game, there was a considerable improvement in the HIV-AIDS comprehensive knowledge scores (pre-test vs. post-test, 65 vs. 90, p<0.01), while the control score remained unchanged.  The intervention group also had higher knowledge and attitude scores than did the control group (p<0.01). Conclusion: Flashcard-based education games significantly increased comprehensive HIV-AIDS knowledge and positive attitudes toward HIV-AIDS. Thus, this method could be implemented in HIV-AIDS promotion programs that target students
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CiteScore
0.30
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