Malamsha Maria Proches, Sauli Elingarami, Luhanga Edith Talina
School of Computation and Communication Science and Engineering, Nelson Mandela African Institution of Science and Technology, Arusha, United Republic of Tanzania.
School of Life Science and Bioengineering, Nelson Mandela African Institution of Science and Technology, Arusha, United Republic of Tanzania.
JMIR Serious Games. 2021 Nov 8;9(4):e30350. doi: 10.2196/30350.
Globally, 3 out of 20 children experience sexual abuse before the age of 18 years. Educating children about sexual abuse and prevention is an evidence-based strategy that is recommended for ending child sexual abuse. Digital games are increasingly being used to influence healthy behaviors in children and could be an efficient and friendly approach to educating children about sexual abuse prevention. However, little is known on the best way to develop a culturally sensitive game that targets children in Africa-where sexual education is still taboo-that would be engaging, effective, and acceptable to parents and caretakers.
This study aimed to develop a socioculturally appropriate, mobile-based game for educating young children (<5 years) and parents and caretakers in Tanzania on sexual abuse prevention.
HappyToto children's game was co-designed with 111 parents and caretakers (females: n=58, 52.3%; male: n=53, 47.7%) of children below 18 years of age and 24 child experts in Tanzania through surveys and focus group discussions conducted from March 2020 to April 2020. From these, we derived an overview of topics, sociocultural practices, social environment, and game interface designs that should be considered when designing child sexual abuse prevention (CSAP) education interventions. We also conducted paper prototyping and storyboarding sessions for the game's interface, storylines, and options. To validate the application's prototype, 32 parents (females: n=18, 56%; males: n=14, 44%) of children aged 3-5 years and 5 children (females: n=2, 40%; males: n=3, 60%) of the same age group played the game for half an hour on average. The parents undertook a pre-post intervention assessment on confidence and ability to engage in CSAP education conversations, as well as exit surveys on the usability and sociocultural acceptability of the game, while children were quizzed on the topics covered and their enjoyment of the game.
Parents and caregivers showed interest in the developed game during the conducted surveys, and each parent on average navigated through all the parts of the game. The confidence level of parents in talking about CSAP increased from an average of 3.56 (neutral) before using the game to 4.9 (confident) after using the game. The ability scores, calculated based on a range of topics included in CSAP education talks with children, also increased from 5.67 (out of 10) to 8.8 (out of 10) after the game was played. Both confidence level and ability scores were statistically significant (P<.001). All 5 children were interested in the game and enjoyed the game-provided activities.
The HappyToto game can thus be an effective technology-based intervention for improving the knowledge and skills of parents and children in CSAP education.
在全球范围内,每20名儿童中就有3名在18岁之前遭受过性虐待。对儿童进行性虐待及预防教育是一项基于证据的策略,被推荐用于终结儿童性虐待。电子游戏越来越多地被用于影响儿童的健康行为,并且可能是一种向儿童进行性虐待预防教育的高效且友好的方式。然而,对于如何开发一款对文化敏感的游戏,以针对非洲的儿童(在非洲,性教育仍是禁忌话题)进行性虐待预防教育,且该游戏要具有吸引力、有效性并为家长和照顾者所接受,我们所知甚少。
本研究旨在开发一款适合社会文化背景的、基于移动设备的游戏,用于对坦桑尼亚的幼儿(<5岁)以及家长和照顾者进行性虐待预防教育。
通过2020年3月至2020年4月进行的调查和焦点小组讨论,与坦桑尼亚111名18岁以下儿童的家长和照顾者(女性:n = 58,52.3%;男性:n = 53,47.7%)以及24名儿童专家共同设计了“快乐多多”儿童游戏。据此,我们得出了在设计儿童性虐待预防(CSAP)教育干预措施时应考虑的主题、社会文化习俗、社会环境和游戏界面设计的概述。我们还针对游戏的界面、故事情节和选项进行了纸质原型制作和故事板绘制。为了验证该应用程序的原型,32名3 - 5岁儿童的家长(女性:n = 18,56%;男性:n = 14,44%)以及5名同年龄组的儿童(女性:n = 2,40%;男性:n = 3,60%)平均玩了半小时游戏。家长们在参与CSAP教育对话的信心和能力方面进行了干预前后评估,同时就游戏的可用性和社会文化可接受性进行了退出调查,而儿童则接受了关于所涵盖主题以及他们对游戏喜爱程度的测试。
在进行的调查中,家长和照顾者对开发的游戏表现出兴趣,每位家长平均浏览了游戏的所有部分。家长在谈论CSAP方面的信心水平从使用游戏前的平均3.56(中性)提高到使用游戏后的4.9(自信)。根据与儿童进行CSAP教育谈话中包含的一系列主题计算出的能力得分,在玩游戏后也从5.67(满分10分)提高到了8.8(满分10分)。信心水平和能力得分均具有统计学意义(P <.001)。所有5名儿童都对游戏感兴趣,并喜欢游戏提供的活动。
因此,“快乐多多”游戏可以成为一种有效的基于技术的干预措施,用于提高家长和儿童在CSAP教育方面的知识和技能。