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Improving instruction and sexual health literacy with serious games and gamification interventions

An outlook to students’ learning outcomes and gender differences

Bibliographic Data

ID21632407
AuthorsHussein Haruna (0000-0001-9089-2847, Writing Lab, Institute for the Future of Education, Tecnologico de Monterrey, Monterrey, Mexico, corresponding author), Zamzami Zainuddin (0000-0002-4851-4102, Faculty of Education, The University of Hong Kong, Pokfulam road, Hong Kong), Kingsley Okoye (0000-0002-6943-9885, Writing Lab, Institute for the Future of Education, Tecnologico de Monterrey, Monterrey, Mexico), Robin R Mellecker (University of Hong Kong), Xiao Hu (0000-0002-8899-6273, Faculty of Education, The University of Hong Kong, Pokfulam road, Hong Kong), Samuel Kai Wah Chu (0000-0003-1557-2776, Faculty of Education, The University of Hong Kong, Pokfulam road, Hong Kong), Samira Hosseini (0000-0001-9190-4782, Writing Lab, Institute for the Future of Education, Tecnologico de Monterrey, Monterrey, Mexico)
Year2023
Volume31
Issue4
Pages2392-2410
Publication date2023-05-19
Peer ReviewedYes
Open AccessNo
TypeARTICLE
VenueInteractive Learning Environments (JOURNAL)
Journal identifiersISSN: 1049-4820 • E-ISSN: 1744-5191
PublisherInforma UK Limited (PUBLISHER • GB)
DOI10.1080/10494820.2021.1888754
OpenAlexW3131113033
LanguageEN
Citations received8
References cited43

This study evaluates the effect of game mechanics by employing serious games and gamification for improving learning outcomes. This is done by considering the performances of the students in terms of the test scores. In the quasi-experimental set-up, which consists of 108 students in their intact three classes attended a series of lessons on sexual health course that was delivered using serious games, gamification, and conventional training elements. The test scores were analysed and compared based on the defined methodology of this paper using SPSS statistical tool version 24. This study found that the students learning outcomes improved after the interventions as the results indicated that there was a statistically significant increase in the test scores from pre-test (M = 24.65, SD = 6.38) to post-test (M = 74.96, SD = 15.89), t(107) = 32.48, p .05). Thus, this study suggests that employing a combination of game elements such as leaderboard, points system, competition, badges, levels, and immediate feedback can serve as a recipe for interactive learning, hence, improves learning outcomes

Mathematics education · Multimedia · Psychological intervention · Serious game · Statistical significance · Statistics · Applied Psychology · Computer Science · Digital Games and Media · Educational Games and Gamification · Impact of Technology on Adolescents · Mathematics · Psychology

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Unique citing works8
Citations per year2,67
Citation span2023 - 2026 (4)
Citation velocitycurrent
Highly citedNo
Citation typesNeutral: 7

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