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...

Descripción completa

Detalles Bibliográficos
Autores principales: Shum, Angie KY, Lai, Eliza SY, Leung, Wing Gi, Cheng, Mabel NS, Wong, Ho Kit, So, Sam WK, Law, Yik Wa, Yip, Paul SF
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