| Literature DB >> 32404076 |
Khalid Aboalshamat1,2, Amjad Khayat3, Ragheb Halwani3, Ammar Bitan3, Ryyan Alansari3.
Abstract
BACKGROUND: Antimicrobial resistance (AMR) has reached alarming levels and is considered to be a worldwide public health problem. One of the most significant factors contributing to the spread of AMR is the lack of proper knowledge about the use of antibiotics, which are being used more frequently in dentistry. Recent studies have found that gamification shows promising results for helping the average person improve their knowledge about health and may also be used to boost knowledge about AMR among the public. This study aimed to assess the effects of gamification on AMR awareness, using a board game to promote knowledge about AMR among the public in Saudi Arabia.Entities:
Keywords: Antimicrobial resistance (AMR); Gamification; Knowledge; Oral health; Randomized controlled trial
Year: 2020 PMID: 32404076 PMCID: PMC7222482 DOI: 10.1186/s12889-020-08806-2
Source DB: PubMed Journal: BMC Public Health ISSN: 1471-2458 Impact factor: 3.295
Fig. 1The Chancellor board game layout. (a) Board design; (b) faces of the cards; and (c) backs of the cards. Note: text was translated for publication purposes only
Fig. 2Flow chart of play for The Chancellor game
Fig. 3Flow of participants through the randomized controlled trial
Participant demographic information
| Variable | % | ||
|---|---|---|---|
| Income (Saudi Riyal) | Less than 5000 | 61 | 65.5% |
| 5000–10,000 | 19 | 20.4% | |
| More than 10,000 | 13 | 14.1% | |
| Marital status | Married | 17 | 18.3% |
| Unmarried | 76 | 81.7% | |
| Educational level | Middle school or less | 10 | 10.8% |
| High school | 40 | 43.0% | |
| Undergraduate or more | 43 | 46.2% |
The knowledge mean of control and study groups at T1, T2, and T3
| Mean | SD | Maximum | Minimum | ||
|---|---|---|---|---|---|
| Study | T1 | 13.95 | 4.03 | 22 | 5 |
| T2 | 21.60 | 3.15 | 27 | 14 | |
| T3 | 19.78 | 3.32 | 24 | 20 | |
| Control | T1 | 14.25 | 3.52 | 21 | 7 |
| T2 | 20.30 | 3.61 | 26 | 10 | |
| T3 | 16.17 | 3.40 | 24 | 10 | |
Differences in knowledge scores at T1, T2, and T3
| Study Group | Control Group | ||
|---|---|---|---|
| Difference from T1 to T2 | 7.65 (4.33) | 6.04 (3.87) | 0.062 |
| Difference from T2 to T3 | −1.83 (3.41) | −4.13 (3.42) | 0.002 |
| Difference from T1 to T3 | 5.83 (4.73) | 1.91 (4.30) | < 0.001 |
Fig. 4Changes in total knowledge score over time
Participant experiences with and opinions about the game as an intervention
| M | SD | |
|---|---|---|
| I am generally fully satisfied with the game. | 9.87 | 0.54 |
| I found the game enjoyable. | 9.85 | 0.56 |
| The game contains useful information. | 9.96 | 0.21 |
| The time needed to complete the game is appropriate. | 9.91 | 0.35 |
| The game rules were easy to understand. | 9.93 | 0.33 |
| The game colors and design were appropriate. | 9.78 | 0.76 |
| This game is competitive. | 9.65 | 1.42 |
| The game was motivating. | 9.70 | 0.99 |
| I would recommend the game to other people. | 9.59 | 1.53 |
| I could play a game using the same rules but with different content. | 9.63 | 1.31 |
| I found the game to be suitable for my age. | 9.67 | 1.03 |