Cargando…

The effects of gamification on antimicrobial resistance knowledge and its relationship to dentistry in Saudi Arabia: a randomized controlled trial

BACKGROUND: Antimicrobial resistance (AMR) has reached alarming levels and is considered to be a worldwide public health problem. One of the most significant factors contributing to the spread of AMR is the lack of proper knowledge about the use of antibiotics, which are being used more frequently i...

Descripción completa

Detalles Bibliográficos
Autores principales: Aboalshamat, Khalid, Khayat, Amjad, Halwani, Ragheb, Bitan, Ammar, Alansari, Ryyan
Formato: Online Artículo Texto
Lenguaje:English
Publicado: BioMed Central 2020
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC7222482/
https://www.ncbi.nlm.nih.gov/pubmed/32404076
http://dx.doi.org/10.1186/s12889-020-08806-2
_version_ 1783533584715350016
author Aboalshamat, Khalid
Khayat, Amjad
Halwani, Ragheb
Bitan, Ammar
Alansari, Ryyan
author_facet Aboalshamat, Khalid
Khayat, Amjad
Halwani, Ragheb
Bitan, Ammar
Alansari, Ryyan
author_sort Aboalshamat, Khalid
collection PubMed
description BACKGROUND: Antimicrobial resistance (AMR) has reached alarming levels and is considered to be a worldwide public health problem. One of the most significant factors contributing to the spread of AMR is the lack of proper knowledge about the use of antibiotics, which are being used more frequently in dentistry. Recent studies have found that gamification shows promising results for helping the average person improve their knowledge about health and may also be used to boost knowledge about AMR among the public. This study aimed to assess the effects of gamification on AMR awareness, using a board game to promote knowledge about AMR among the public in Saudi Arabia. METHODS: Using a single-blinded parallel group randomized controlled trial design, 94 volunteers were recruited and randomized into two groups. The study group received information about AMR by playing a board game, while the control group received the same information given in a conventional lecture. The participants were evaluated three times: (T1) before the intervention, (T2) immediately after the intervention, and (T3) one month after the intervention for follow-up to evaluate their retention of the information. RESULTS: Results showed that there were significant improvements (p <  0.05) in knowledge scores for T2 and T3 in comparison to the T1 baseline scores in both groups. However, the knowledge scores also relapsed significantly from T2 to T3 in both groups. Nevertheless, the difference in knowledge score T1 to T3 was significantly higher in the study group in comparison to the control group, and the participants had higher mean scores to use the game as health promotion method. CONCLUSIONS: Gamification using a board game can significantly improve AMR knowledge, with better retention than conventional lecture. It is a promising method for boosting public knowledge about AMR and its relationship to dentistry. TRIAL REGISTRATION: ISRCTN registry: ISRCTN15884410 (retrospectively registered 26-October-2019).
format Online
Article
Text
id pubmed-7222482
institution National Center for Biotechnology Information
language English
publishDate 2020
publisher BioMed Central
record_format MEDLINE/PubMed
spelling pubmed-72224822020-05-20 The effects of gamification on antimicrobial resistance knowledge and its relationship to dentistry in Saudi Arabia: a randomized controlled trial Aboalshamat, Khalid Khayat, Amjad Halwani, Ragheb Bitan, Ammar Alansari, Ryyan BMC Public Health Research Article BACKGROUND: Antimicrobial resistance (AMR) has reached alarming levels and is considered to be a worldwide public health problem. One of the most significant factors contributing to the spread of AMR is the lack of proper knowledge about the use of antibiotics, which are being used more frequently in dentistry. Recent studies have found that gamification shows promising results for helping the average person improve their knowledge about health and may also be used to boost knowledge about AMR among the public. This study aimed to assess the effects of gamification on AMR awareness, using a board game to promote knowledge about AMR among the public in Saudi Arabia. METHODS: Using a single-blinded parallel group randomized controlled trial design, 94 volunteers were recruited and randomized into two groups. The study group received information about AMR by playing a board game, while the control group received the same information given in a conventional lecture. The participants were evaluated three times: (T1) before the intervention, (T2) immediately after the intervention, and (T3) one month after the intervention for follow-up to evaluate their retention of the information. RESULTS: Results showed that there were significant improvements (p <  0.05) in knowledge scores for T2 and T3 in comparison to the T1 baseline scores in both groups. However, the knowledge scores also relapsed significantly from T2 to T3 in both groups. Nevertheless, the difference in knowledge score T1 to T3 was significantly higher in the study group in comparison to the control group, and the participants had higher mean scores to use the game as health promotion method. CONCLUSIONS: Gamification using a board game can significantly improve AMR knowledge, with better retention than conventional lecture. It is a promising method for boosting public knowledge about AMR and its relationship to dentistry. TRIAL REGISTRATION: ISRCTN registry: ISRCTN15884410 (retrospectively registered 26-October-2019). BioMed Central 2020-05-13 /pmc/articles/PMC7222482/ /pubmed/32404076 http://dx.doi.org/10.1186/s12889-020-08806-2 Text en © The Author(s) 2020 Open AccessThis article is licensed under a Creative Commons Attribution 4.0 International License, which permits use, sharing, adaptation, distribution and reproduction in any medium or format, as long as you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons licence, and indicate if changes were made. The images or other third party material in this article are included in the article's Creative Commons licence, unless indicated otherwise in a credit line to the material. If material is not included in the article's Creative Commons licence and your intended use is not permitted by statutory regulation or exceeds the permitted use, you will need to obtain permission directly from the copyright holder. To view a copy of this licence, visit http://creativecommons.org/licenses/by/4.0/. The Creative Commons Public Domain Dedication waiver (http://creativecommons.org/publicdomain/zero/1.0/) applies to the data made available in this article, unless otherwise stated in a credit line to the data.
spellingShingle Research Article
Aboalshamat, Khalid
Khayat, Amjad
Halwani, Ragheb
Bitan, Ammar
Alansari, Ryyan
The effects of gamification on antimicrobial resistance knowledge and its relationship to dentistry in Saudi Arabia: a randomized controlled trial
title The effects of gamification on antimicrobial resistance knowledge and its relationship to dentistry in Saudi Arabia: a randomized controlled trial
title_full The effects of gamification on antimicrobial resistance knowledge and its relationship to dentistry in Saudi Arabia: a randomized controlled trial
title_fullStr The effects of gamification on antimicrobial resistance knowledge and its relationship to dentistry in Saudi Arabia: a randomized controlled trial
title_full_unstemmed The effects of gamification on antimicrobial resistance knowledge and its relationship to dentistry in Saudi Arabia: a randomized controlled trial
title_short The effects of gamification on antimicrobial resistance knowledge and its relationship to dentistry in Saudi Arabia: a randomized controlled trial
title_sort effects of gamification on antimicrobial resistance knowledge and its relationship to dentistry in saudi arabia: a randomized controlled trial
topic Research Article
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC7222482/
https://www.ncbi.nlm.nih.gov/pubmed/32404076
http://dx.doi.org/10.1186/s12889-020-08806-2
work_keys_str_mv AT aboalshamatkhalid theeffectsofgamificationonantimicrobialresistanceknowledgeanditsrelationshiptodentistryinsaudiarabiaarandomizedcontrolledtrial
AT khayatamjad theeffectsofgamificationonantimicrobialresistanceknowledgeanditsrelationshiptodentistryinsaudiarabiaarandomizedcontrolledtrial
AT halwaniragheb theeffectsofgamificationonantimicrobialresistanceknowledgeanditsrelationshiptodentistryinsaudiarabiaarandomizedcontrolledtrial
AT bitanammar theeffectsofgamificationonantimicrobialresistanceknowledgeanditsrelationshiptodentistryinsaudiarabiaarandomizedcontrolledtrial
AT alansariryyan theeffectsofgamificationonantimicrobialresistanceknowledgeanditsrelationshiptodentistryinsaudiarabiaarandomizedcontrolledtrial
AT aboalshamatkhalid effectsofgamificationonantimicrobialresistanceknowledgeanditsrelationshiptodentistryinsaudiarabiaarandomizedcontrolledtrial
AT khayatamjad effectsofgamificationonantimicrobialresistanceknowledgeanditsrelationshiptodentistryinsaudiarabiaarandomizedcontrolledtrial
AT halwaniragheb effectsofgamificationonantimicrobialresistanceknowledgeanditsrelationshiptodentistryinsaudiarabiaarandomizedcontrolledtrial
AT bitanammar effectsofgamificationonantimicrobialresistanceknowledgeanditsrelationshiptodentistryinsaudiarabiaarandomizedcontrolledtrial
AT alansariryyan effectsofgamificationonantimicrobialresistanceknowledgeanditsrelationshiptodentistryinsaudiarabiaarandomizedcontrolledtrial