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Evaluation of a Web-Based Social Network Electronic Game in Enhancing Mental Health Literacy for Young People

BACKGROUND: Internet-based learning programs provide people with massive health care information and self-help guidelines on improving their health. The advent of Web 2.0 and social networks renders significant flexibility to embedding highly interactive components, such as games, to foster learning...

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Autores principales: Li, Tim MH, Chau, Michael, Wong, Paul WC, Lai, Eliza SY, Yip, Paul SF
Formato: Online Artículo Texto
Lenguaje:English
Publicado: JMIR Publications Inc. 2013
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC3668612/
https://www.ncbi.nlm.nih.gov/pubmed/23676714
http://dx.doi.org/10.2196/jmir.2316
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author Li, Tim MH
Chau, Michael
Wong, Paul WC
Lai, Eliza SY
Yip, Paul SF
author_facet Li, Tim MH
Chau, Michael
Wong, Paul WC
Lai, Eliza SY
Yip, Paul SF
author_sort Li, Tim MH
collection PubMed
description BACKGROUND: Internet-based learning programs provide people with massive health care information and self-help guidelines on improving their health. The advent of Web 2.0 and social networks renders significant flexibility to embedding highly interactive components, such as games, to foster learning processes. The effectiveness of game-based learning on social networks has not yet been fully evaluated. OBJECTIVES: The aim of this study was to assess the effectiveness of a fully automated, Web-based, social network electronic game on enhancing mental health knowledge and problem-solving skills of young people. We investigated potential motivational constructs directly affecting the learning outcome. Gender differences in learning outcome and motivation were also examined. METHODS: A pre/posttest design was used to evaluate the fully automated Web-based intervention. Participants, recruited from a closed online user group, self-assessed their mental health literacy and motivational constructs before and after completing the game within a 3-week period. The electronic game was designed according to cognitive-behavioral approaches. Completers and intent-to-treat analyses, using multiple imputation for missing data, were performed. Regression analysis with backward selection was employed when examining the relationship between knowledge enhancement and motivational constructs. RESULTS: The sample included 73 undergraduates (42 females) for completers analysis. The gaming approach was effective in enhancing young people’s mental health literacy (d=0.65). The finding was also consistent with the intent-to-treat analysis, which included 127 undergraduates (75 females). No gender differences were found in learning outcome (P=.97). Intrinsic goal orientation was the primary factor in learning motivation, whereas test anxiety was successfully alleviated in the game setting. No gender differences were found on any learning motivation subscales (P>.10). We also found that participants’ self-efficacy for learning and performance, as well as test anxiety, significantly affected their learning outcomes, whereas other motivational subscales were statistically nonsignificant. CONCLUSIONS: Electronic games implemented through social networking sites appear to effectively enhance users’ mental health literacy.
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spelling pubmed-36686122013-06-03 Evaluation of a Web-Based Social Network Electronic Game in Enhancing Mental Health Literacy for Young People Li, Tim MH Chau, Michael Wong, Paul WC Lai, Eliza SY Yip, Paul SF J Med Internet Res Original Paper BACKGROUND: Internet-based learning programs provide people with massive health care information and self-help guidelines on improving their health. The advent of Web 2.0 and social networks renders significant flexibility to embedding highly interactive components, such as games, to foster learning processes. The effectiveness of game-based learning on social networks has not yet been fully evaluated. OBJECTIVES: The aim of this study was to assess the effectiveness of a fully automated, Web-based, social network electronic game on enhancing mental health knowledge and problem-solving skills of young people. We investigated potential motivational constructs directly affecting the learning outcome. Gender differences in learning outcome and motivation were also examined. METHODS: A pre/posttest design was used to evaluate the fully automated Web-based intervention. Participants, recruited from a closed online user group, self-assessed their mental health literacy and motivational constructs before and after completing the game within a 3-week period. The electronic game was designed according to cognitive-behavioral approaches. Completers and intent-to-treat analyses, using multiple imputation for missing data, were performed. Regression analysis with backward selection was employed when examining the relationship between knowledge enhancement and motivational constructs. RESULTS: The sample included 73 undergraduates (42 females) for completers analysis. The gaming approach was effective in enhancing young people’s mental health literacy (d=0.65). The finding was also consistent with the intent-to-treat analysis, which included 127 undergraduates (75 females). No gender differences were found in learning outcome (P=.97). Intrinsic goal orientation was the primary factor in learning motivation, whereas test anxiety was successfully alleviated in the game setting. No gender differences were found on any learning motivation subscales (P>.10). We also found that participants’ self-efficacy for learning and performance, as well as test anxiety, significantly affected their learning outcomes, whereas other motivational subscales were statistically nonsignificant. CONCLUSIONS: Electronic games implemented through social networking sites appear to effectively enhance users’ mental health literacy. JMIR Publications Inc. 2013-05-15 /pmc/articles/PMC3668612/ /pubmed/23676714 http://dx.doi.org/10.2196/jmir.2316 Text en ©Tim MH Li, Michael Chau, Paul WC Wong, Eliza SY Lai, Paul SF Yip. Originally published in the Journal of Medical Internet Research (http://www.jmir.org), 15.05.2013. http://creativecommons.org/licenses/by/2.0/ This is an open-access article distributed under the terms of the Creative Commons Attribution License (http://creativecommons.org/licenses/by/2.0/), which permits unrestricted use, distribution, and reproduction in any medium, provided the original work, first published in the Journal of Medical Internet Research, is properly cited. The complete bibliographic information, a link to the original publication on http://www.jmir.org/, as well as this copyright and license information must be included.
spellingShingle Original Paper
Li, Tim MH
Chau, Michael
Wong, Paul WC
Lai, Eliza SY
Yip, Paul SF
Evaluation of a Web-Based Social Network Electronic Game in Enhancing Mental Health Literacy for Young People
title Evaluation of a Web-Based Social Network Electronic Game in Enhancing Mental Health Literacy for Young People
title_full Evaluation of a Web-Based Social Network Electronic Game in Enhancing Mental Health Literacy for Young People
title_fullStr Evaluation of a Web-Based Social Network Electronic Game in Enhancing Mental Health Literacy for Young People
title_full_unstemmed Evaluation of a Web-Based Social Network Electronic Game in Enhancing Mental Health Literacy for Young People
title_short Evaluation of a Web-Based Social Network Electronic Game in Enhancing Mental Health Literacy for Young People
title_sort evaluation of a web-based social network electronic game in enhancing mental health literacy for young people
topic Original Paper
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC3668612/
https://www.ncbi.nlm.nih.gov/pubmed/23676714
http://dx.doi.org/10.2196/jmir.2316
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