Literature DB >> 23782092

Game-based learning as a vehicle to teach first aid content: a randomized experiment.

Nathalie Charlier1, Bieke De Fraine.   

Abstract

BACKGROUND: Knowledge of first aid (FA), which constitutes lifesaving treatments for injuries or illnesses, is important for every individual. In this study, we have set up a group-randomized controlled trial to assess the effectiveness of a board game for learning FA.
METHODS: Four class groups (120 students) were randomly assigned to 2 conditions, a board game or a traditional lecture method (control condition). The effect of the learning environment on students' achievement was examined through a paper-and-pencil test of FA knowledge. Two months after the intervention, the participants took a retention test and completed a questionnaire assessing enjoyment, interest, and motivation.
RESULTS: An analysis of pre- and post-test knowledge scores showed that both conditions produced significant increases in knowledge. The lecture was significantly more effective in increasing knowledge, as compared to the board game. Participants indicated that they liked the game condition more than their fellow participants in the traditional lecture condition.
CONCLUSION: These results suggest that traditional lectures are more effective in increasing student knowledge, whereas educational games are more effective for student enjoyment. From this case study we recommend alteration or a combination of these teaching methods to make learning both effective and enjoyable.
© 2013, American School Health Association.

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Year:  2013        PMID: 23782092     DOI: 10.1111/josh.12057

Source DB:  PubMed          Journal:  J Sch Health        ISSN: 0022-4391            Impact factor:   2.118


  5 in total

1.  Healthy lifestyle promotion in primary schools through the board game Kaledo: a pilot cluster randomized trial.

Authors:  Emanuela Viggiano; Alessandro Viggiano; Anna Di Costanzo; Adela Viggiano; Andrea Viggiano; Eleonora Andreozzi; Vincenzo Romano; Claudia Vicidomini; Daniela Di Tuoro; Giuliana Gargano; Lucia Incarnato; Celeste Fevola; Pietro Volta; Caterina Tolomeo; Giuseppina Scianni; Caterina Santangelo; Maria Apicella; Roberta Battista; Maddalena Raia; Ilaria Valentino; Marianna Palumbo; Giovanni Messina; Antonietta Messina; Marcellino Monda; Bruno De Luca; Salvatore Amaro
Journal:  Eur J Pediatr       Date:  2018-01-20       Impact factor: 3.183

Review 2.  The effectiveness of intervention with board games: a systematic review.

Authors:  Shota Noda; Kentaro Shirotsuki; Mutsuhiro Nakao
Journal:  Biopsychosoc Med       Date:  2019-10-21

Review 3.  Tabletop Board Game Elements and Gamification Interventions for Health Behavior Change: Realist Review and Proposal of a Game Design Framework.

Authors:  Daniel S Epstein; Adam Zemski; Joanne Enticott; Christopher Barton
Journal:  JMIR Serious Games       Date:  2021-03-31       Impact factor: 4.143

4.  Does competition work as a motivating factor in e-learning? A randomized controlled trial.

Authors:  Bjarne Skjødt Worm; Steen Vigh Buch
Journal:  PLoS One       Date:  2014-01-17       Impact factor: 3.240

5.  Effect of the board game as educational technology on schoolchildren's knowledge on breastfeeding1.

Authors:  Fernanda Demutti Pimpão Martins; Luciana Pedrosa Leal; Francisca Márcia Pereira Linhares; Alessandro Henrique da Silva Santos; Gerlaine de Oliveira Leite; Cleide Maria Pontes
Journal:  Rev Lat Am Enfermagem       Date:  2018-09-03
  5 in total

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