Institute of Clinical Nursing, College of Nursing, National Yang Ming Chiao Tung University, Taipei, Taiwan.
Department of Nursing, Chang Gung University of Science and Technology, Taoyuan, Taiwan.
Games Health J. 2022 Aug;11(4):242-251. doi: 10.1089/g4h.2021.0176. Epub 2022 May 18.
A technology-assisted teaching tool with interactive features may improve the outcomes of illegal drug-use prevention strategies. This study explores augmented reality (AR) and paper board games incorporating a brief antidrug educational program for students without drug-use problems to increase their antidrug knowledge, attitude, life skills, subjective norms, perceived behavioral control, and intention to avoid using drugs. A total of 600 students were recruited, and 578 completed the intervention program and pre-and post-tests. The participants were randomly assigned to one of the following three groups: AR board game, paper board games, and comparison groups. The brief educational program consisted of two sessions. Generalized estimation equations were used to assess group differences in outcome variables. The paired -tests were used to assess improvements in outcome variables of the two experimental groups. The study found that the students who received the brief educational program featuring the AR board game was significantly different from the comparison group in outcome variables, including antidrug knowledge ( = 0.001), life skills ( = 0.004), subjective norms ( < 0.001), perceived behavioral control ( < 0.001), and intention ( = 0.02). The group with the paper board games also revealed similar findings as to the AR board game group in outcome variables, except for antidrug knowledge. There were no group differences in antidrug attitude between experimental and comparison groups. The results of this study support the efficacy of the two types of board games incorporated with a brief educational program. Results suggest that schools can adopt AR or paper board games as learning tools to assist in drug-use prevention programs and reduce the likelihood of students using illegal drugs.
一种具有互动功能的技术辅助教学工具可能会改善预防药物滥用策略的效果。本研究探讨了增强现实(AR)和纸质棋盘游戏,这些游戏结合了一个简短的禁毒教育计划,针对没有药物滥用问题的学生,以增加他们的禁毒知识、态度、生活技能、主观规范、感知行为控制和避免使用毒品的意愿。共有 600 名学生参与,其中 578 名完成了干预计划和前后测试。参与者被随机分配到以下三个组之一:AR 棋盘游戏组、纸质棋盘游戏组和对照组。简短的教育计划包括两个课程。广义估计方程用于评估组间变量的差异。配对检验用于评估两个实验组变量的改善情况。研究发现,接受 AR 棋盘游戏特色简短教育计划的学生在结果变量上与对照组有显著差异,包括禁毒知识( = 0.001)、生活技能( = 0.004)、主观规范( < 0.001)、感知行为控制( < 0.001)和意图( = 0.02)。纸质棋盘游戏组在结果变量上也与 AR 棋盘游戏组有类似的发现,除了禁毒知识。实验组和对照组在禁毒态度方面没有组间差异。本研究结果支持包含简短教育计划的两种类型棋盘游戏的有效性。结果表明,学校可以采用 AR 或纸质棋盘游戏作为学习工具,辅助开展药物滥用预防计划,降低学生使用非法药物的可能性。