评估一种严肃游戏对侵袭性脑膜炎球菌病健康教育的效果:聚类随机对照等效试验

IF 4.1 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES
JMIR Serious Games Pub Date : 2025-02-11 DOI:10.2196/60755
Lauren Bloomfield, Julie Boston, Martin Masek, Lesley Andrew, Donna Barwood, Amanda Devine
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引用次数: 0

摘要

背景:侵袭性脑膜炎球菌病(IMD)是一种严重的、疫苗可预防的传染病,可危及生命。在学校环境中,教育青少年早期发现和预防IMD可能具有挑战性,教育工作者报告说,他们缺乏信心或专业知识,无法在课堂环境中做到这一点。专业客座教师是涵盖专业主题的另一种选择,例如IMD;然而,时间和资源的限制可能意味着这些教育者并不总是可用的。严肃游戏可能是面对面教育的另一种选择,其中复杂的健康信息可能通过自我导向的游戏玩法传递。目的:本研究旨在开发一个严肃的游戏,可以取代面对面的教育者在课堂设置,以教育12至15岁的青少年。本研究评估了脑膜炎球菌免疫意识、预防和保护应用程序(MIApp)的有效性,这是一个严肃的游戏,旨在复制由训练有素的教育工作者提供的30分钟面对面演示中提供的信息。方法:这项聚集性随机对照等效性试验涉及来自西澳大利亚大城市6所中学的学生(7-10年级),他们完成了干预前和干预后的问卷调查,并在干预后3个月进行了随访,以衡量自我引导干预后IMD知识获取的主要结果。研究结果与积极对照组的变化进行了比较,对照组接受了有关IMD传播和保护的课堂教育。制定了一份调查问卷来评估9个关键知识领域。干预前和干预后的知识中位数得分从该问卷的自我评估中收集,并在干预后3个月进行组间比较。先验地确定知识得分为+/-2/16,以满足等效标准。使用MIApp的参与者还被问及一系列问题,以评估他们对游戏的享受程度和参与度。结果:在788名参与研究的学生中,MIApp和对照队列的干预后正确率中位数均为14/16(正确率为87.5%),而干预前的正确率中位数为6/16(正确率为37.5%),具有显著性(p结论:MIApp达到了预定的等效阈值,在试验后和3个月的随访中显示出相似的知识改善。参与的青少年认为MIApp游戏比演讲更有趣,在知识方面也有同等的提高。严肃游戏可以作为一种建设性的工具,帮助教师传授专业的健康教育。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Evaluating the Efficacy of a Serious Game to Deliver Health Education About Invasive Meningococcal Disease: Clustered Randomized Controlled Equivalence Trial.

Background: Invasive meningococcal disease (IMD) is a serious, vaccine-preventable infectious disease that can be life-threatening. Teaching adolescents about the early detection and prevention of IMD can be challenging in a school environment, with educators reporting they lack confidence or expertise to cover this in the classroom environment. Professional guest educators are an alternative to cover specialist topics such as IMD; however, time and resourcing constraints can mean that these educators are not always available. Serious games may be an alternative to face-to-face education, where complex health information may be delivered via self-directed gameplay.

Objective: This study aims to develop a serious game that can replace a face-to-face educator in a classroom setting to educate adolescents aged 12 years to 15 years. This study evaluates the efficacy of the Meningococcal Immunisation Awareness, Prevention and Protection app (MIApp), a serious game designed to replicate the information provided in a 30-minute face-to-face presentation provided by a trained educator.

Methods: This clustered, randomized controlled equivalence trial involved students (Years 7-10) from 6 secondary schools across metropolitan Western Australia who completed pre- and postintervention questionnaires with a follow-up at 3 months postintervention to measure the primary outcome of IMD knowledge acquisition following this self-guided intervention. The findings were compared with changes in an active control (comparison) group who received an in-class educational presentation about IMD transmission and protection. A questionnaire was developed to assess 9 key areas of knowledge. Median scores for knowledge pre- and postintervention were collected from a self-administered assessment of this questionnaire and, at 3 months postintervention, were compared between groups. A knowledge score of +/-2/16 was determined a priori to meet the criteria for equivalence. Participants who used MIApp were also asked a series of questions to assess the enjoyment of and engagement with the game.

Results: Of the 788 participating students, the median postintervention correct score in both the MIApp and control cohorts was 14/16 (87.5% correct responses), compared with the median pre-intervention correct score of 6/16 (37.5% correct responses), representing a significant (P<.001) increase in IMD knowledge in both groups. Improvements were retained in both groups 3 months after the initial intervention (median correct score: 11/16 in the intervention group; 12/16 in the control group; P=.86), demonstrating the efficacy of MIApp to deliver health education about IMD transmission and protection, although response rates in the follow-up cohort were low (255/788, 32.4%).

Conclusions: MIApp met the predetermined threshold for equivalence, demonstrating similar improvements in knowledge posttrial and at the 3-month follow-up. Participating adolescents considered the MIApp game more enjoyable than a presentation, with equivalent improvements in knowledge. Serious games could represent a constructive tool to help teachers impart specialized health education.

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来源期刊
JMIR Serious Games
JMIR Serious Games Medicine-Rehabilitation
CiteScore
7.30
自引率
10.00%
发文量
91
审稿时长
12 weeks
期刊介绍: JMIR Serious Games (JSG, ISSN 2291-9279) is a sister journal of the Journal of Medical Internet Research (JMIR), one of the most cited journals in health informatics (Impact Factor 2016: 5.175). JSG has a projected impact factor (2016) of 3.32. JSG is a multidisciplinary journal devoted to computer/web/mobile applications that incorporate elements of gaming to solve serious problems such as health education/promotion, teaching and education, or social change.The journal also considers commentary and research in the fields of video games violence and video games addiction.
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