The Effects of Gamification on Health Literacy in School-aged Children with Thalassemia
Keywords:
Thalassemia Children, Health Literacy, Online-game, Gamification, Genetic diseaseAbstract
This is quasi-experimental research aimed to study the effects of an online game on health literacy of school-age children with thalassemia, including knowledge, decision making and healthcare management regarding continuing care. 42 school-age children with Beta Thalassemia and Hemoglobin E deficiency were recruited based on inclusion criteria and equally organised into control and experiment group by math pair sampling. The instruments of this study were Thalassemia online games and health literacy assessments validated by 3 experts with validity (IOC) of each item ranging from 0.6-1.0, and reliability (KR-20) = 0.8. The research was conducted in Thalassemia clinic for 6 months. Data were analysed by using paired t-test and independent t-test. The results found that gamification significantly promotes health literacy in school-age children with Thalassemia at 0.05 level. This result also confirmed that the blood iron levels from the experimental group were continuously decreased after using online games.
Recommendation: The learning outcomes regarding decision making experiences should be extensively focused on the future study.
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