Cargando…
A Digital Game and School-Based Intervention for Students in Hong Kong: Quasi-Experimental Design
BACKGROUND: In Hong Kong, with an increasing number of children experiencing mental health issues, there is a need to not only develop innovative interventions but also develop comprehensive prevention interventions so as to reduce their anxiety symptoms and enhance their emotional management and in...
Autores principales: | , , , , , , , |
---|---|
Formato: | Online Artículo Texto |
Lenguaje: | English |
Publicado: |
JMIR Publications
2019
|
Materias: | |
Acceso en línea: | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC6473212/ https://www.ncbi.nlm.nih.gov/pubmed/30950795 http://dx.doi.org/10.2196/12003 |
_version_ | 1783412378874937344 |
---|---|
author | Shum, Angie KY Lai, Eliza SY Leung, Wing Gi Cheng, Mabel NS Wong, Ho Kit So, Sam WK Law, Yik Wa Yip, Paul SF |
author_facet | Shum, Angie KY Lai, Eliza SY Leung, Wing Gi Cheng, Mabel NS Wong, Ho Kit So, Sam WK Law, Yik Wa Yip, Paul SF |
author_sort | Shum, Angie KY |
collection | PubMed |
description | BACKGROUND: In Hong Kong, with an increasing number of children experiencing mental health issues, there is a need to not only develop innovative interventions but also develop comprehensive prevention interventions so as to reduce their anxiety symptoms and enhance their emotional management and interpersonal relationships. OBJECTIVE: The aim of this study was to determine the effectiveness of The Adventures of DoReMiFa, an integration model of the cognitive-behavioral approach and positive psychology by using digital game–based and school-based mental health enhancement intervention to magnify the social and emotional health and well-being of the school children in Hong Kong aged 9 to 11 years. METHODS: A quasi-experimental design method was used to evaluate this digital game and school-based intervention. The Adventures of DoReMiFa was piloted in 4 primary schools where students were allocated to either an intervention or a control group. The participants were assessed at pre- and postintervention with a 6-month follow-up measuring their mental health knowledge, levels of anxiety symptoms, positive and negative thinking, perspective-taking, and self-esteem. RESULTS: A total of 459 primary school students from 4 primary schools participated in the study. The response rate on the questionnaires answered on the Web was up to 85.1% (391/459). Compared with the control group, the intervention group was found to have significant association with improved mental health knowledge at the time immediately after the intervention (beta=.46; P=.01) and in the 6-month postintervention period (beta=.66; P<.001); for perspective-taking, the intervention group had exhibited a significant improvement 6 months after the completion of the universal program (beta=1.50; P=.03). The intervention, however, was found not to be effective in reducing the rates of anxiety symptoms and negative thinking among the participating students. CONCLUSIONS: The Adventures of DoReMiFa, an integration of a digital game–based and school-based mental health enhancement intervention, was shown to be effective in elevating the knowledge of mental health and promoting perspective-taking in the primary school students of Hong Kong. Although there was insufficient evidence to support a reduction in symptoms of anxiety and negative automatic thoughts, the overall results were still encouraging in that a preventive effect was found, indicating that the program has the potential to enhance the mental well-being of schoolchildren. It also suggests that knowledge enhancement may not necessarily lead to behavior change, and more focused effort may be needed to achieve the translation. The implications and limitations of this study and suggestions for future research were also discussed. |
format | Online Article Text |
id | pubmed-6473212 |
institution | National Center for Biotechnology Information |
language | English |
publishDate | 2019 |
publisher | JMIR Publications |
record_format | MEDLINE/PubMed |
spelling | pubmed-64732122019-05-08 A Digital Game and School-Based Intervention for Students in Hong Kong: Quasi-Experimental Design Shum, Angie KY Lai, Eliza SY Leung, Wing Gi Cheng, Mabel NS Wong, Ho Kit So, Sam WK Law, Yik Wa Yip, Paul SF J Med Internet Res Original Paper BACKGROUND: In Hong Kong, with an increasing number of children experiencing mental health issues, there is a need to not only develop innovative interventions but also develop comprehensive prevention interventions so as to reduce their anxiety symptoms and enhance their emotional management and interpersonal relationships. OBJECTIVE: The aim of this study was to determine the effectiveness of The Adventures of DoReMiFa, an integration model of the cognitive-behavioral approach and positive psychology by using digital game–based and school-based mental health enhancement intervention to magnify the social and emotional health and well-being of the school children in Hong Kong aged 9 to 11 years. METHODS: A quasi-experimental design method was used to evaluate this digital game and school-based intervention. The Adventures of DoReMiFa was piloted in 4 primary schools where students were allocated to either an intervention or a control group. The participants were assessed at pre- and postintervention with a 6-month follow-up measuring their mental health knowledge, levels of anxiety symptoms, positive and negative thinking, perspective-taking, and self-esteem. RESULTS: A total of 459 primary school students from 4 primary schools participated in the study. The response rate on the questionnaires answered on the Web was up to 85.1% (391/459). Compared with the control group, the intervention group was found to have significant association with improved mental health knowledge at the time immediately after the intervention (beta=.46; P=.01) and in the 6-month postintervention period (beta=.66; P<.001); for perspective-taking, the intervention group had exhibited a significant improvement 6 months after the completion of the universal program (beta=1.50; P=.03). The intervention, however, was found not to be effective in reducing the rates of anxiety symptoms and negative thinking among the participating students. CONCLUSIONS: The Adventures of DoReMiFa, an integration of a digital game–based and school-based mental health enhancement intervention, was shown to be effective in elevating the knowledge of mental health and promoting perspective-taking in the primary school students of Hong Kong. Although there was insufficient evidence to support a reduction in symptoms of anxiety and negative automatic thoughts, the overall results were still encouraging in that a preventive effect was found, indicating that the program has the potential to enhance the mental well-being of schoolchildren. It also suggests that knowledge enhancement may not necessarily lead to behavior change, and more focused effort may be needed to achieve the translation. The implications and limitations of this study and suggestions for future research were also discussed. JMIR Publications 2019-04-05 /pmc/articles/PMC6473212/ /pubmed/30950795 http://dx.doi.org/10.2196/12003 Text en ©Angie KY Shum, Eliza SY Lai, Wing Gi Leung, Mabel NS Cheng, Ho Kit Wong, Sam WK So, Yik Wa Law, Paul SF Yip. Originally published in the Journal of Medical Internet Research (http://www.jmir.org), 05.04.2019. https://creativecommons.org/licenses/by/4.0/This is an open-access article distributed under the terms of the Creative Commons Attribution License (https://creativecommons.org/licenses/by/4.0/), 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 Shum, Angie KY Lai, Eliza SY Leung, Wing Gi Cheng, Mabel NS Wong, Ho Kit So, Sam WK Law, Yik Wa Yip, Paul SF A Digital Game and School-Based Intervention for Students in Hong Kong: Quasi-Experimental Design |
title | A Digital Game and School-Based Intervention for Students in Hong Kong: Quasi-Experimental Design |
title_full | A Digital Game and School-Based Intervention for Students in Hong Kong: Quasi-Experimental Design |
title_fullStr | A Digital Game and School-Based Intervention for Students in Hong Kong: Quasi-Experimental Design |
title_full_unstemmed | A Digital Game and School-Based Intervention for Students in Hong Kong: Quasi-Experimental Design |
title_short | A Digital Game and School-Based Intervention for Students in Hong Kong: Quasi-Experimental Design |
title_sort | digital game and school-based intervention for students in hong kong: quasi-experimental design |
topic | Original Paper |
url | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC6473212/ https://www.ncbi.nlm.nih.gov/pubmed/30950795 http://dx.doi.org/10.2196/12003 |
work_keys_str_mv | AT shumangieky adigitalgameandschoolbasedinterventionforstudentsinhongkongquasiexperimentaldesign AT laielizasy adigitalgameandschoolbasedinterventionforstudentsinhongkongquasiexperimentaldesign AT leungwinggi adigitalgameandschoolbasedinterventionforstudentsinhongkongquasiexperimentaldesign AT chengmabelns adigitalgameandschoolbasedinterventionforstudentsinhongkongquasiexperimentaldesign AT wonghokit adigitalgameandschoolbasedinterventionforstudentsinhongkongquasiexperimentaldesign AT sosamwk adigitalgameandschoolbasedinterventionforstudentsinhongkongquasiexperimentaldesign AT lawyikwa adigitalgameandschoolbasedinterventionforstudentsinhongkongquasiexperimentaldesign AT yippaulsf adigitalgameandschoolbasedinterventionforstudentsinhongkongquasiexperimentaldesign AT shumangieky digitalgameandschoolbasedinterventionforstudentsinhongkongquasiexperimentaldesign AT laielizasy digitalgameandschoolbasedinterventionforstudentsinhongkongquasiexperimentaldesign AT leungwinggi digitalgameandschoolbasedinterventionforstudentsinhongkongquasiexperimentaldesign AT chengmabelns digitalgameandschoolbasedinterventionforstudentsinhongkongquasiexperimentaldesign AT wonghokit digitalgameandschoolbasedinterventionforstudentsinhongkongquasiexperimentaldesign AT sosamwk digitalgameandschoolbasedinterventionforstudentsinhongkongquasiexperimentaldesign AT lawyikwa digitalgameandschoolbasedinterventionforstudentsinhongkongquasiexperimentaldesign AT yippaulsf digitalgameandschoolbasedinterventionforstudentsinhongkongquasiexperimentaldesign |