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Gamifying Sexual Education for Adolescents in a Low-Tech Setting: Quasi-Experimental Design Study

BACKGROUND: Sexual education has become increasingly important as unhealthy sexual practices and subsequent health risks become more prevalent during adolescence. Traditional sex education teaching methodologies are limiting for digital natives exposed to various digital technologies. Harnessing the...

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Detalles Bibliográficos
Autores principales: Haruna, Hussein, Okoye, Kingsley, Zainuddin, Zamzami, Hu, Xiao, Chu, Samuel, Hosseini, Samira
Formato: Online Artículo Texto
Lenguaje:English
Publicado: JMIR Publications 2021
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC8548970/
https://www.ncbi.nlm.nih.gov/pubmed/34636739
http://dx.doi.org/10.2196/19614
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author Haruna, Hussein
Okoye, Kingsley
Zainuddin, Zamzami
Hu, Xiao
Chu, Samuel
Hosseini, Samira
author_facet Haruna, Hussein
Okoye, Kingsley
Zainuddin, Zamzami
Hu, Xiao
Chu, Samuel
Hosseini, Samira
author_sort Haruna, Hussein
collection PubMed
description BACKGROUND: Sexual education has become increasingly important as unhealthy sexual practices and subsequent health risks become more prevalent during adolescence. Traditional sex education teaching methodologies are limiting for digital natives exposed to various digital technologies. Harnessing the power of technology applications attractive to the younger generation may be a useful approach for teaching sex education. OBJECTIVE: The aim of this study was to improve sexual health knowledge and understanding of the problems associated with unhealthy sexual practices and address sexual and reproductive health challenges experienced in a low-tech setting. METHODS: A participatory design approach was used to develop the digital gamified methodology. A sample of 120 secondary school students aged 11-15 were randomly assigned to either experimental or control group for each of the 3 teaching approaches: (1) gamified instruction (actual serious games [SG] in teaching); (2) gamification (GM; making nongames, such as game-like learning); and (3) traditional teaching (TT) methods. RESULTS: The SG and GM approaches were more effective than TT methods in teaching sexual health education. Specifically, the average scores across groups demonstrated an increase of mean scores from the pre- to posttest (25.10 [SD 5.50] versus 75.86 [SD 13.16]; t(119)=41.252; P<.001 [2 tailed]). Analysis of variance indicated no significant differences across groups for pretest scores (F(2,117)=1.048, P=.35). Significant differences across groups were evident in the posttest scores. Students in the SG and GM groups had higher average scores than the TT group (F(2,117)=83.98; P<.001). Students reported increased learning motivation, attitude, know-how, and participation in learning (P<.001) when using SG and GM approaches. CONCLUSIONS: Digital health technologies (particularly teaching and learning through gamified instruction and other novel approaches) may improve sexual health education. These findings may also be applied by practitioners in health care settings and by researchers wishing to further the development of sex education.
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spelling pubmed-85489702021-11-10 Gamifying Sexual Education for Adolescents in a Low-Tech Setting: Quasi-Experimental Design Study Haruna, Hussein Okoye, Kingsley Zainuddin, Zamzami Hu, Xiao Chu, Samuel Hosseini, Samira JMIR Serious Games Original Paper BACKGROUND: Sexual education has become increasingly important as unhealthy sexual practices and subsequent health risks become more prevalent during adolescence. Traditional sex education teaching methodologies are limiting for digital natives exposed to various digital technologies. Harnessing the power of technology applications attractive to the younger generation may be a useful approach for teaching sex education. OBJECTIVE: The aim of this study was to improve sexual health knowledge and understanding of the problems associated with unhealthy sexual practices and address sexual and reproductive health challenges experienced in a low-tech setting. METHODS: A participatory design approach was used to develop the digital gamified methodology. A sample of 120 secondary school students aged 11-15 were randomly assigned to either experimental or control group for each of the 3 teaching approaches: (1) gamified instruction (actual serious games [SG] in teaching); (2) gamification (GM; making nongames, such as game-like learning); and (3) traditional teaching (TT) methods. RESULTS: The SG and GM approaches were more effective than TT methods in teaching sexual health education. Specifically, the average scores across groups demonstrated an increase of mean scores from the pre- to posttest (25.10 [SD 5.50] versus 75.86 [SD 13.16]; t(119)=41.252; P<.001 [2 tailed]). Analysis of variance indicated no significant differences across groups for pretest scores (F(2,117)=1.048, P=.35). Significant differences across groups were evident in the posttest scores. Students in the SG and GM groups had higher average scores than the TT group (F(2,117)=83.98; P<.001). Students reported increased learning motivation, attitude, know-how, and participation in learning (P<.001) when using SG and GM approaches. CONCLUSIONS: Digital health technologies (particularly teaching and learning through gamified instruction and other novel approaches) may improve sexual health education. These findings may also be applied by practitioners in health care settings and by researchers wishing to further the development of sex education. JMIR Publications 2021-10-12 /pmc/articles/PMC8548970/ /pubmed/34636739 http://dx.doi.org/10.2196/19614 Text en ©Hussein Haruna, Kingsley Okoye, Zamzami Zainuddin, Xiao Hu, Samuel Chu, Samira Hosseini. Originally published in JMIR Serious Games (https://games.jmir.org), 12.10.2021. 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 JMIR Serious Games, is properly cited. The complete bibliographic information, a link to the original publication on https://games.jmir.org, as well as this copyright and license information must be included.
spellingShingle Original Paper
Haruna, Hussein
Okoye, Kingsley
Zainuddin, Zamzami
Hu, Xiao
Chu, Samuel
Hosseini, Samira
Gamifying Sexual Education for Adolescents in a Low-Tech Setting: Quasi-Experimental Design Study
title Gamifying Sexual Education for Adolescents in a Low-Tech Setting: Quasi-Experimental Design Study
title_full Gamifying Sexual Education for Adolescents in a Low-Tech Setting: Quasi-Experimental Design Study
title_fullStr Gamifying Sexual Education for Adolescents in a Low-Tech Setting: Quasi-Experimental Design Study
title_full_unstemmed Gamifying Sexual Education for Adolescents in a Low-Tech Setting: Quasi-Experimental Design Study
title_short Gamifying Sexual Education for Adolescents in a Low-Tech Setting: Quasi-Experimental Design Study
title_sort gamifying sexual education for adolescents in a low-tech setting: quasi-experimental design study
topic Original Paper
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC8548970/
https://www.ncbi.nlm.nih.gov/pubmed/34636739
http://dx.doi.org/10.2196/19614
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