Bloomfield Lauren, Boston Julie, Masek Martin, Andrew Lesley, Barwood Donna, Devine Amanda
School of Medicine, The University of Notre Dame Australia, Fremantle, Australia.
Edith Cowan University, Joondalup, Australia.
JMIR Serious Games. 2025 Feb 11;13:e60755. doi: 10.2196/60755.
Invasive meningococcal disease (IMD) is a serious, vaccine-preventable infectious disease that can be life-threatening. Teaching adolescents about the early detection and prevention of IMD can be challenging in a school environment, with educators reporting they lack confidence or expertise to cover this in the classroom environment. Professional guest educators are an alternative to cover specialist topics such as IMD; however, time and resourcing constraints can mean that these educators are not always available. Serious games may be an alternative to face-to-face education, where complex health information may be delivered via self-directed gameplay.
This study aims to develop a serious game that can replace a face-to-face educator in a classroom setting to educate adolescents aged 12 years to 15 years. This study evaluates the efficacy of the Meningococcal Immunisation Awareness, Prevention and Protection app (MIApp), a serious game designed to replicate the information provided in a 30-minute face-to-face presentation provided by a trained educator.
This clustered, randomized controlled equivalence trial involved students (Years 7-10) from 6 secondary schools across metropolitan Western Australia who completed pre- and postintervention questionnaires with a follow-up at 3 months postintervention to measure the primary outcome of IMD knowledge acquisition following this self-guided intervention. The findings were compared with changes in an active control (comparison) group who received an in-class educational presentation about IMD transmission and protection. A questionnaire was developed to assess 9 key areas of knowledge. Median scores for knowledge pre- and postintervention were collected from a self-administered assessment of this questionnaire and, at 3 months postintervention, were compared between groups. A knowledge score of +/-2/16 was determined a priori to meet the criteria for equivalence. Participants who used MIApp were also asked a series of questions to assess the enjoyment of and engagement with the game.
Of the 788 participating students, the median postintervention correct score in both the MIApp and control cohorts was 14/16 (87.5% correct responses), compared with the median pre-intervention correct score of 6/16 (37.5% correct responses), representing a significant (P<.001) increase in IMD knowledge in both groups. Improvements were retained in both groups 3 months after the initial intervention (median correct score: 11/16 in the intervention group; 12/16 in the control group; P=.86), demonstrating the efficacy of MIApp to deliver health education about IMD transmission and protection, although response rates in the follow-up cohort were low (255/788, 32.4%).
MIApp met the predetermined threshold for equivalence, demonstrating similar improvements in knowledge posttrial and at the 3-month follow-up. Participating adolescents considered the MIApp game more enjoyable than a presentation, with equivalent improvements in knowledge. Serious games could represent a constructive tool to help teachers impart specialized health education.
侵袭性脑膜炎球菌病(IMD)是一种严重的、可通过疫苗预防的传染病,可能危及生命。在学校环境中,向青少年传授IMD的早期检测和预防知识具有挑战性,教育工作者表示他们缺乏在课堂环境中讲授这方面内容的信心或专业知识。专业客座教育工作者是讲授IMD等专业主题的一种选择;然而,时间和资源限制可能意味着这些教育工作者并非随时可用。严肃游戏可能是面对面教育的一种替代方式,复杂的健康信息可以通过自主游戏来传递。
本研究旨在开发一款严肃游戏,以取代课堂上的面对面教育工作者,对12至15岁的青少年进行教育。本研究评估了脑膜炎球菌免疫意识、预防和保护应用程序(MIApp)的效果,这是一款严肃游戏,旨在复制经过培训的教育工作者进行的30分钟面对面讲座中提供的信息。
这项整群随机对照等效性试验涉及西澳大利亚州首府地区6所中学的7至10年级学生,他们在干预前后完成了问卷调查,并在干预后3个月进行随访,以测量这种自主干预后IMD知识获取的主要结果。将结果与接受关于IMD传播和保护的课堂教育讲座的积极对照组(比较组)的变化进行比较。开发了一份问卷来评估9个关键知识领域。从该问卷的自我评估中收集干预前后知识的中位数分数,并在干预后3个月对两组进行比较。事先确定知识得分±2/16符合等效标准。使用MIApp的参与者还被问到一系列问题,以评估对游戏的喜爱程度和参与度。
在788名参与学生中,MIApp组和对照组干预后的正确得分中位数均为14/16(正确回答率87.5%),而干预前的正确得分中位数为6/16(正确回答率37.5%),两组的IMD知识均有显著增加(P<0.001)。在初始干预3个月后,两组的改善情况均得以保持(干预组正确得分中位数:11/16;对照组12/16;P=0.86),这表明MIApp在提供关于IMD传播和保护的健康教育方面是有效的,尽管随访队列中的回复率较低(255/788,32.4%)。
MIApp达到了预先确定的等效阈值,在试验后和3个月随访时知识方面有类似的改善。参与的青少年认为MIApp游戏比讲座更有趣,且知识方面有同等程度的提高。严肃游戏可能是帮助教师传授专业健康教育的一种建设性工具。