| Literature DB >> 35677083 |
L Montalbano1, L Gallo2, G Ferrante3, V Malizia1, G Cilluffo1, S Fasola1, M Alesi4, S La Grutta1.
Abstract
The current Covid-19 pandemic poses an unprecedented global challenge in the field of education and training. As we have seen, the lack of proper information about the virus and its transmission has forced the general population and healthcare workers to rapidly acquire knowledge and learn new practices. Clearly, a well-informed population is more likely to adopt the correct precautionary measures, thus reducing the transmission of the infection; likewise, properly educated healthcare workers are better equipped to manage the emergency. However, the need to maintain physical distancing has made it impossible to provide in-presence information and training. In this regard, new technologies have proved to be an invaluable resource by facilitating distance learning. Indeed, e-learning offers significant advantages because it does not require the physical presence of learners and teachers. This innovative method applied to serious games has been considered potentially effective in enabling rapid and large-scale dissemination of information and learning through content interactivity. We will review studies that have observed the development and use of serious games to foster information and practices about Covid-19 aimed at promoting behavioral changes in the population and the healthcare personnel involved on the front line.Entities:
Keywords: COVID-19; information; knowledge; practices; serious game
Year: 2022 PMID: 35677083 PMCID: PMC9168068 DOI: 10.3389/frobt.2022.830950
Source DB: PubMed Journal: Front Robot AI ISSN: 2296-9144
FIGURE 1Flow diagram showing the study selection process.
Studies included.
| Firts author and year | Study design | Participants | Country | Aim | Serious game | Outcome assessment | Results |
|---|---|---|---|---|---|---|---|
| Peng and Bai 2021 | Cross-sectional study | General population (≥ 20 years) | China | Investigate whether the gaming experience indirectly influenced the public's knowledge, attitudes, and practices (KAP) regarding COVID-19. |
| A online survey consisted of four parts: demographics, KAPof COVID-19, game experience of Plague Inc., and a gameful experience scale. | Serious games highlighting the theme of pathogen transmission may enhance public knowledge and attitudesregarding COVID-19. Furthermore, the creative thinking and dominance involved in gameful experiences may act as criticalfactors in public attitudes and practices regarding COVID-19. |
| Suppan et al. 2021 | Prospective web-basedstudy | General population (average of 40 years) | Switzerland | Identify the factors facilitating or impeding the intention of changing Infection Prevention and Control (IPC) behavior after following this game in a larger and more heterogeneous population after national rollout. |
| A pre-questionnaire designed to gather demographic data and to assess the initial level of knowledge regarding SARS-CoV-2 transmission and IPC guidelines.A post-questionnaire designed to assess whether the participants intend to change their IPC practices after completing the game. | “Escape COVID-19” is a useful tool to enhance correct IPC measures on a national scale, even after 2 COVID-19 pandemic waves. |
| Suppan et al., 2021 | Web-Based Randomized Controlled Trial | Employees of Long-term Care Facilities | Switzerland | Determine whether LTCF employees were willing to change their IPC practices after playing “ |
| A pre-questionnaire designed to gather demographic data and to assess the initial level of knowledge regarding SARS-CoV-2 transmission and IPC guidelines.A post-questionnaire designed to assess whether the participants intend to change their IPC practices after completing the game. | The serious game “Escape COVID-19” was more successful than standard IPC material in convincing Long-Term Care Facilities (LTCF) employees to adopt COVID-19–safe IPC behavior. |
| Hill et al. 2021 | The study was a mixed methodsstudy relying both on questionnaires and quantitative data from game logs. | Students of Lancaster University (19–25 years) | United Kingdom | Investigate effects of a serious game on COVID-19 perception and behavior. |
| A pre-questionnaire aimed at assessing the participants’ knowledge of COVID-19 preventive measures before entering the study. A post-questionnaire to measure any changes in the perceived importance of the preventive measures. | The results show a significant positive change to participants’ perceptions towards COVID-19 preventive measures, shifting perceptions towards following guidelines more strictly dueto a greater awareness of how the virus spreads. |
| Hu et al. 2021 | Case-control study | Final year medical students (average of 22 years) | China | Explore the effectiveness of |
| All medical students were tested on three separate occasions: before, immediately after, and 5 weeks after the lesson. Each test contained 10 multiple-choice questions (one point per item) that assessed the students’ knowledge of COVID-19. | This effective learning mode allowed students to master information related to COVID-19 in the short and long term. |