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

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dc.contributor.author Hussein, Haruna
dc.contributor.author Xiao, Hu
dc.contributor.author Samuel, Kai Wah Chu
dc.contributor.author Robin, R. Mellecker
dc.contributor.author Goodluck, Gabriel
dc.contributor.author Ndekao, Patrick Siril
dc.date.accessioned 2020-10-30T07:13:33Z
dc.date.available 2020-10-30T07:13:33Z
dc.date.issued 2018-09
dc.identifier.citation 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. en_US
dc.identifier.issn https://doi.org/10.3390/ijerph15092027
dc.identifier.uri http://154.72.94.133:8080/xmlui/handle/123456789/155
dc.description.abstract 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 en_US
dc.language.iso en_US en_US
dc.publisher International Journal of Environmental Research and Public Health en_US
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 en_US
dc.title Improving Sexual Health Education Programs for Adolescent Students through Game-Based Learning and Gamification en_US
dc.type Article en_US


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