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2
Effectiveness of Gamification in Enhancing Learning and Attitudes: A Study of Statistics Education for Health School Students.游戏化在提升学习效果和态度方面的有效性:一项针对卫生学校学生的统计学教育研究。
J Adv Med Educ Prof. 2023 Oct;11(4):230-239. doi: 10.30476/JAMP.2023.98953.1817.
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Gamification and Game-Based Strategies for Dermatology Education: Narrative Review.皮肤科教育中的游戏化和基于游戏的策略:叙述性综述。
JMIR Dermatol. 2021 Aug 30;4(2):e30325. doi: 10.2196/30325.
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The effects of a self-learning package on mothers' knowledge and practices towards caring for their children with phenylketonuria.自我学习包对母亲照顾苯丙酮尿症患儿知识和实践的影响。
J Med Life. 2023 Feb;16(2):215-219. doi: 10.25122/jml-2022-0258.
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The Effect of Healthy Lifestyle Strategies on the Management of Insulin Resistance in Children and Adolescents with Obesity: A Narrative Review.健康生活方式策略对肥胖儿童和青少年胰岛素抵抗管理的影响:叙事性综述。
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设计并实施一款采用解决问题方法的自学游戏,以改善学生的个人健康和健康营养行为。

Designing and implementing a self-learning game with a problem-solving approach to improve students' personal health and healthy nutrition behavior.

作者信息

Ajam Noroozi Hossein, Sharifi Nader, Joveini Hamid, Rakhshani Mohammad Hassan, Alipour Anbrani Mansoureh

机构信息

Department of Health Education and Health Promotion, Faculty of Health, Sabzevar University of Medical Sciences, Sabzevar, Iran.

Department of Public Health, Khomein University of Medical Sciences, Khomein, Iran.

出版信息

BMC Res Notes. 2025 May 12;18(1):212. doi: 10.1186/s13104-025-07244-w.

DOI:10.1186/s13104-025-07244-w
PMID:40355965
原文链接:https://pmc.ncbi.nlm.nih.gov/articles/PMC12070729/
Abstract

OBJECTIVE

This research is a quasi-experimental study conducted on male students from six elementary schools ranging from third to sixth grade in three regions of Shahrood city from March 2023 to February 2024. This study aimed to designing, implementing and evaluating a health-oriented self-learning game with a problem-solving approach in order to improve behavior in the field of personal health and healthy nutrition in elementary school students.

RESULTS

There was a significant difference between the knowledge (p = 0.01), attitude (p > 0.001) and behavior (p = 0.01) in the control and intervention groups, after the intervention, while there was no significant difference between the two groups in these variables before the intervention. The utilization of health-oriented self-learning games proved to be effective in enhancing the knowledge, attitude, and behavior of elementary school students regarding personal health and healthy nutrition.

CLINICAL TRIAL NUMBER

Not applicable.

摘要

目的

本研究是一项准实验研究,于2023年3月至2024年2月在沙赫鲁德市三个地区的六所小学三至六年级的男学生中进行。本研究旨在设计、实施和评估一款以健康为导向的、采用解决问题方法的自主学习游戏,以改善小学生个人健康和健康营养领域的行为。

结果

干预后,对照组和干预组在知识(p = 0.01)、态度(p > 0.001)和行为(p = 0.01)方面存在显著差异,而干预前两组在这些变量上无显著差异。事实证明,以健康为导向的自主学习游戏在提高小学生关于个人健康和健康营养的知识、态度和行为方面是有效的。

临床试验编号

不适用。