COSTECH Integrated Repository

Improving Sexual Health Education Programs for Adolescent Students through Game-Based Learning and Gamification

Show simple item record

dc.creator Hussein, Haruna
dc.creator Xiao, Hu
dc.creator Samuel, Kai Wah Chu
dc.creator Robin, R. Mellecker
dc.creator Goodluck, Gabriel
dc.creator Ndekao, Patrick Siril
dc.date 2020-10-30T07:13:33Z
dc.date 2020-10-30T07:13:33Z
dc.date 2018-09
dc.date.accessioned 2022-10-21T11:33:58Z
dc.date.available 2022-10-21T11:33:58Z
dc.identifier Haruna, H.; Hu, X.; Chu, S.K.W.; Mellecker, R.R.; Gabriel, G.; Ndekao, P.S. Improving Sexual Health Education Programs for Adolescent Students through Game-Based Learning and Gamification. Int. J. Environ. Res. Public Health 2018, 15, 2027.
dc.identifier https://doi.org/10.3390/ijerph15092027
dc.identifier http://154.72.94.133:8080/xmlui/handle/123456789/155
dc.identifier.uri http://hdl.handle.net/123456789/86191
dc.description An effective innovative pedagogy for sexual health education is required to meet the demands of technology savvy digital natives. This study investigates the extent to which game-based learning (GBL) and gamification could improve the sexual health education of adolescent students. We conducted a randomized control trial of GBL and gamification experimental conditions. We made a comparison with traditional teaching as a control condition in order to establish differences between the three teaching conditions. The sexual health education topics were delivered in a masked fashion, 40-min a week for five weeks. A mixed-method research approach was uses to assess and analyze the results for 120 students from a secondary school in Dar Es Salaam, Tanzania. Students were divided into groups of 40 for each of the three teaching methods: GBL, gamification, and the control group (the traditional teaching method). The average post-test scores for GBL (Mean = 79.94, SD = 11.169) and gamification (Mean = 79.23, SD = 9.186) were significantly higher than the control group Mean = 51.93, SD = 18.705 (F (2, 117) = 54.75, p = 0.001). Overall, statistically significant differences (p ≤ 0.05) were found for the constructs of Motivation, Attitude, Knowledge, and Engagement (MAKE). This study suggests that the two innovative teaching approaches can be used to improve the sexual health education of adolescent students. The methods can potentially contribute socially, particularly in improving sexual health behaviour and adolescents’ knowledge in regions plagued by years of sexual health problems, including HIV/AIDS
dc.format application/pdf
dc.language en_US
dc.publisher International Journal of Environmental Research and Public Health
dc.subject sexual health education; sexual well-being; adolescent students; game-based learning;gamification; MAKE framework; randomized controlled trial; reduction unhealthy sexual behaviour;prevention STIs and HIV/AIDS; digital health technologies
dc.title Improving Sexual Health Education Programs for Adolescent Students through Game-Based Learning and Gamification
dc.type Article


Files in this item

Files Size Format View
ijerph-15-02027.pdf 2.628Mb application/pdf View/Open

This item appears in the following Collection(s)

Show simple item record

Search COSTECH


Advanced Search

Browse

My Account