2021
DOI: 10.2196/19614
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Gamifying Sexual Education for Adolescents in a Low-Tech Setting: Quasi-Experimental Design Study

Abstract: 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 wa… Show more

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Cited by 8 publications
(6 citation statements)
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References 53 publications
(67 reference statements)
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“…This result indicates a possible improvement in academics' knowledge after playing the serious game "Primeiras Refeições", especially with students with low academic knowledge on the subject. A study with children [5] brought an interesting result by showing that the number of correct answers tripled. However, the methodology required participants to be involved in the production of mechanics, not just as players, making it a longer and more constant intervention.…”
Section: Principal Resultsmentioning
confidence: 99%
See 1 more Smart Citation
“…This result indicates a possible improvement in academics' knowledge after playing the serious game "Primeiras Refeições", especially with students with low academic knowledge on the subject. A study with children [5] brought an interesting result by showing that the number of correct answers tripled. However, the methodology required participants to be involved in the production of mechanics, not just as players, making it a longer and more constant intervention.…”
Section: Principal Resultsmentioning
confidence: 99%
“…In that way, ludic activities such as board games, cards and electronic games display great effectiveness in teaching methodologies and dynamics in the health area [4]. Among these, digital games are a great recreational activity, able to make students more interested and take in content more easily [5]. Therefore, games are a possible tool to be explored in teaching complementary feeding.…”
Section: Introductionmentioning
confidence: 99%
“…It may also be helpful to consider gamification of new educational modules. Gamified education is beginning to show efficacy in driving adolescent behaviour change in areas such as health and sexual education (Haruna et al , 2021; Patricio et al , 2020).…”
Section: Resultsmentioning
confidence: 99%
“…Furthermore, leveraging online media, particularly Android-based platforms, is crucial for successful program promotion and education, aligning with the On-the Fast-Track-to-End AIDS approach (Cort et al, 2023 ). Extant media research has highlighted audiovisual and IT-based content effectiveness in changing adolescent behavior and providing practical knowledge acquisition tools (Haruna et al, 2021 ). The GenRe ambassadors’ collaboration with community partners to use smartphone devices can enhance decision-making, adaptability, productivity, and supporting theories further to reduce social stigma, improve HIV healthcare-seeking behavior, boost HIV testing, and engage in HIV care (Øgård-Repål et al, 2023 ).…”
Section: Discussionmentioning
confidence: 99%