游戏在 AMR 信息、教育和传播方面的作用:全面审查在线教育资源。

IF 3.7 Q2 INFECTIOUS DISEASES JAC-Antimicrobial Resistance Pub Date : 2024-06-11 eCollection Date: 2024-06-01 DOI:10.1093/jacamr/dlae080
Romita Trehan, Raphael Goujet, Tina Sharma, Abhinav Vats, Nidhiben Patel, Anshu Bhardwaj
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引用次数: 0

摘要

背景:抗菌药物耐药性(AMR)全球行动计划的第一个目标是通过有效的沟通、教育和培训,提高人们对抗菌药物耐药性的认识和了解。为实现这一目标,已经做出了多项努力,以创建提高对抗生素耐药性认识的资源。这些资源的目的是让公众了解负责任地使用抗生素,并推动积极的行为改变。数字媒体,特别是游戏,可以成为公众宣传计划中独特的创新平台:本研究的重点是汇编和评估基于游戏的 AMR 资源。认识到游戏作为学习工具所具有的参与性和创造性潜力,本研究的主要目标是确定可单独使用或组合使用的游戏,具体取决于其独特的侧重点和游戏体验,以提高对 AMR 的认识。此外,还根据五项客观标准对游戏进行了评估,并就进一步开发游戏资源以提高 AMR 意识提出了建议:方法:我们对信息、教育和交流资源进行了细致的整理,主要关注提高 AMR 意识的游戏,并根据游戏设计和游戏性、AMR 内容和学习、参与度和重玩吸引力、学习成果以及难度和挑战水平对其进行评估:在这项研究中,我们选择了 12 款 AMR 游戏。我们的评估涵盖了各种游戏化元素和互动参数,为今后的 AMR 资源开发提供了建议,包括多层次游戏设计、多样化图形、简单易懂的规则、持续挑战和奖励感等:这项研究首次编制了一份全面的 AMR 游戏目录,可帮助公众开展提高 AMR 意识的宣传计划。通过对这些游戏的评估,为今后有效传播 AMR 的复杂性、加强学习和提高认识的资源提出了可行的设计建议。
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The role of gaming for information, education and communication of AMR: full review of online education resources.

Background: The first objective of the Global Action Plan on antimicrobial resistance (AMR) is to improve awareness and understanding of AMR through effective communication, education and training. Towards this several efforts have been made to create AMR awareness resources. The aim of these resources is to inform the public about responsible antibiotic use and drive positive behavioural change. Digital media and specifically games can serve as unique innovative platforms in public communication programmes.

Objectives: This study focuses on compiling and evaluating game-based AMR resources. Recognizing the engaging and creative potential of games as learning tools, the primary objective of this study was to identify games that can be used, individually or in combination depending on their unique focus and gameplay experience, for AMR awareness. Furthermore, games are evaluated on five objective criteria and recommendations are made towards further development of gaming resources towards AMR awareness.

Methods: Meticulous curation was performed to mine information, education and communication resources, with a primary focus on games for AMR awareness and evaluating them based on game design and gameplay, AMR content and learning, engagement and replay appeal, learning outcomes, and level of difficulty and challenges.

Results: In this study, we selected 12 AMR games. Our evaluations, spanning various gamification elements and interactive parameters, informed recommendations for future AMR resource development, including multilevel game design, varied graphics, simple-to-understand rules, sustained challenge and a sense of reward, among others.

Conclusions: This study generated the first-ever comprehensive catalogue of AMR games that may assist public communication programmes for AMR awareness. Evaluation of these games led to actionable design recommendations for future resources towards effective communication of AMR complexity, enhanced learning and awareness.

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CiteScore
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期刊最新文献
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