Comparison of the efficacy between game-based learning and pamphlet on enhancing recognition of common cutaneous malignancies in Thai younger adults

IF 2.4 Q1 EDUCATION & EDUCATIONAL RESEARCH Contemporary Educational Technology Pub Date : 2023-04-01 DOI:10.30935/cedtech/13013
Dichitchai Mettarikanon, Weeratian Tawanwongsri, Adisak Wanchai, Naparat Chookerd
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Abstract

Cutaneous malignancy is one of the leading causes of cancer-related morbidities and mortalities. Patient self-screening is helpful for early detection. Among educational pedagogies, game-based learning (GBL) has received increasing attention in recent years. We appraised the effectiveness of GBL, using Wordwall, to enhance cognitive performances pertaining to fundamental knowledge of cutaneous malignancies and perspectives on the intervention compared with a digital pamphlet. This multi-center study utilized a quasi-experimental research design and was conducted between February and April 2022. Participants were recruited and randomly assigned into a game group and a pamphlet group with a 1:1 ratio. Fundamental knowledge of cutaneous malignancies was assessed with pre- and post-intervention tests consisting of ten multiple choice questions with four alternative answers. These tests asked about prominent or pathognomonic features of cutaneous malignancies. During the five-day intervention period, recognition scores of participants in the game group were recorded. Perspectives on the interventions were also collected for analysis. A total of 94 participants were included, 60 (63.8%) were female. The mean age was 19.8 years (standard deviation [SD]=0.8). The increase in knowledge scores of the participants in the game group and pamphlet group was 2.57 (SD=1.30) and 2.36 (SD=1.52), respectively. In the game group, the mean best recognition score (13.89, SD=2.83) was significantly higher than the mean first recognition score (9.53, SD=2.48) with a p-value <0.001. The overall satisfaction among the participants in the game group and pamphlet group was 4.41 (SD=0.57) and 4.23 (SD=0.59), respectively. This study suggests potentiality of GBL to enhance knowledge and recognition performances of common cutaneous malignancies with high satisfaction. Embedding this approach in the primary prevention of cutaneous malignancies might be a promising option to prevent cancer-related morbidities and mortalities.
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基于游戏的学习和小册子在提高泰国年轻人对常见皮肤恶性肿瘤的认识方面的疗效比较
皮肤恶性肿瘤是导致癌症相关疾病和死亡的主要原因之一。患者自我筛查有助于早期发现。在教育学中,游戏学习(GBL)近年来受到越来越多的关注。与数字小册子相比,我们使用Wordwall评估了GBL在提高皮肤恶性肿瘤基础知识和干预前景方面的认知表现的有效性。这项多中心研究采用了准实验研究设计,于2022年2月至4月进行。参与者被招募并以1:1的比例随机分为游戏组和小册子组。通过干预前和干预后测试评估皮肤恶性肿瘤的基础知识,该测试包括10个多选问题和4个备选答案。这些测试询问了皮肤恶性肿瘤的突出或病理特征。在为期五天的干预期内,记录游戏组参与者的识别分数。还收集了对干预措施的看法进行分析。共有94名参与者,其中60名(63.8%)为女性。平均年龄19.8岁(标准差[SD]=0.8)。游戏组和小册子组参与者的知识得分分别增加了2.57(SD=1.30)和2.36(SD=1.52)。在游戏组中,平均最佳识别分数(13.89,SD=2.83)显著高于平均首次识别分数(9.53,SD=2.48),p值<0.001。游戏组和小册子组参与者的总体满意度分别为4.41(SD=0.57)和4.23(SD=0.59)。本研究表明GBL有潜力以高满意度提高对常见皮肤恶性肿瘤的认识和识别性能。将这种方法应用于皮肤恶性肿瘤的初级预防可能是预防癌症相关疾病和死亡的一种很有前途的选择。
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来源期刊
Contemporary Educational Technology
Contemporary Educational Technology Social Sciences-Education
CiteScore
6.20
自引率
0.00%
发文量
55
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