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Can Gaming Increase Antibiotic Awareness in Children? A Mixed-Methods Approach

BACKGROUND: e-Bug is a pan-European educational resource for junior and senior school children, which contains activities covering prudent antibiotic use and the spread, treatment, and prevention of infection. Teaching resources for children aged 7-15 years are complemented by a student website that...

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Detalles Bibliográficos
Autores principales: Hale, Alexander R, Young, Vicki Louise, Grand, Ann, McNulty, Cliodna Ann Miriam
Formato: Online Artículo Texto
Lenguaje:English
Publicado: JMIR Publications 2017
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC5384992/
https://www.ncbi.nlm.nih.gov/pubmed/28341618
http://dx.doi.org/10.2196/games.6420
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author Hale, Alexander R
Young, Vicki Louise
Grand, Ann
McNulty, Cliodna Ann Miriam
author_facet Hale, Alexander R
Young, Vicki Louise
Grand, Ann
McNulty, Cliodna Ann Miriam
author_sort Hale, Alexander R
collection PubMed
description BACKGROUND: e-Bug is a pan-European educational resource for junior and senior school children, which contains activities covering prudent antibiotic use and the spread, treatment, and prevention of infection. Teaching resources for children aged 7-15 years are complemented by a student website that hosts games and interactive activities for the children to continue their learning at home. OBJECTIVE: The aim of this study was to appraise young people’s opinions of 3 antibiotic games on the e-Bug student website, exploring children’s views and suggestions for improvements, and analyzing change in their knowledge around the learning outcomes covered. The 3 games selected for evaluation all contained elements and learning outcomes relating to antibiotics, the correct use of antibiotics, and bacteria and viruses. METHODS: A mixed methodological approach was undertaken, wherein 153 pupils aged 9-11 years in primary schools and summer schools in the Bristol and Gloucestershire area completed a questionnaire with antibiotic and microbe questions, before and after playing 3 e-Bug games for a total of 15 minutes. The after questionnaire also contained open-ended and Likert scale questions. In addition, 6 focus groups with 48 students and think-aloud sessions with 4 students who had all played the games were performed. RESULTS: The questionnaire data showed a significant increase in knowledge for 2 out of 7 questions (P=.01 and P<.001), whereas all questions showed a small level of increase. The two areas of significant knowledge improvement focused around the use of antibiotics for bacterial versus viral infections and ensuring the course of antibiotics is completed. Qualitative data showed that the e-Bug game “Body Busters” was the most popular, closely followed by “Doctor Doctor,” and “Microbe Mania” the least popular. CONCLUSIONS: This study shows that 2 of the e-Bug antibiotic educational games are valuable. “Body Busters” effectively increased antibiotic knowledge in children and had the greatest flow and enjoyment. “Doctor Doctor” also resulted in increased knowledge, but was less enjoyable. “Microbe Mania” had neither flow nor knowledge gain and therefore needs much modification and review. The results from the qualitative part of this study will be very important to inform future modifications and improvements to the e-Bug games.
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spelling pubmed-53849922017-04-24 Can Gaming Increase Antibiotic Awareness in Children? A Mixed-Methods Approach Hale, Alexander R Young, Vicki Louise Grand, Ann McNulty, Cliodna Ann Miriam JMIR Serious Games Original Paper BACKGROUND: e-Bug is a pan-European educational resource for junior and senior school children, which contains activities covering prudent antibiotic use and the spread, treatment, and prevention of infection. Teaching resources for children aged 7-15 years are complemented by a student website that hosts games and interactive activities for the children to continue their learning at home. OBJECTIVE: The aim of this study was to appraise young people’s opinions of 3 antibiotic games on the e-Bug student website, exploring children’s views and suggestions for improvements, and analyzing change in their knowledge around the learning outcomes covered. The 3 games selected for evaluation all contained elements and learning outcomes relating to antibiotics, the correct use of antibiotics, and bacteria and viruses. METHODS: A mixed methodological approach was undertaken, wherein 153 pupils aged 9-11 years in primary schools and summer schools in the Bristol and Gloucestershire area completed a questionnaire with antibiotic and microbe questions, before and after playing 3 e-Bug games for a total of 15 minutes. The after questionnaire also contained open-ended and Likert scale questions. In addition, 6 focus groups with 48 students and think-aloud sessions with 4 students who had all played the games were performed. RESULTS: The questionnaire data showed a significant increase in knowledge for 2 out of 7 questions (P=.01 and P<.001), whereas all questions showed a small level of increase. The two areas of significant knowledge improvement focused around the use of antibiotics for bacterial versus viral infections and ensuring the course of antibiotics is completed. Qualitative data showed that the e-Bug game “Body Busters” was the most popular, closely followed by “Doctor Doctor,” and “Microbe Mania” the least popular. CONCLUSIONS: This study shows that 2 of the e-Bug antibiotic educational games are valuable. “Body Busters” effectively increased antibiotic knowledge in children and had the greatest flow and enjoyment. “Doctor Doctor” also resulted in increased knowledge, but was less enjoyable. “Microbe Mania” had neither flow nor knowledge gain and therefore needs much modification and review. The results from the qualitative part of this study will be very important to inform future modifications and improvements to the e-Bug games. JMIR Publications 2017-03-24 /pmc/articles/PMC5384992/ /pubmed/28341618 http://dx.doi.org/10.2196/games.6420 Text en ©Alexander R Hale, Vicki Louise Young, Ann Grand, Cliodna Ann Miriam McNulty. Originally published in JMIR Serious Games (http://games.jmir.org), 24.03.2017. https://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/ (https://creativecommons.org/licenses/by/2.0/) ), which permits unrestricted use, distribution, and reproduction in any medium, provided the original work, first published in JMIR Serious Games, is properly cited. The complete bibliographic information, a link to the original publication on http://games.jmir.org, as well as this copyright and license information must be included.
spellingShingle Original Paper
Hale, Alexander R
Young, Vicki Louise
Grand, Ann
McNulty, Cliodna Ann Miriam
Can Gaming Increase Antibiotic Awareness in Children? A Mixed-Methods Approach
title Can Gaming Increase Antibiotic Awareness in Children? A Mixed-Methods Approach
title_full Can Gaming Increase Antibiotic Awareness in Children? A Mixed-Methods Approach
title_fullStr Can Gaming Increase Antibiotic Awareness in Children? A Mixed-Methods Approach
title_full_unstemmed Can Gaming Increase Antibiotic Awareness in Children? A Mixed-Methods Approach
title_short Can Gaming Increase Antibiotic Awareness in Children? A Mixed-Methods Approach
title_sort can gaming increase antibiotic awareness in children? a mixed-methods approach
topic Original Paper
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC5384992/
https://www.ncbi.nlm.nih.gov/pubmed/28341618
http://dx.doi.org/10.2196/games.6420
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