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Aung SH, Phuanukoonnon S, Mon Kyaw AM, Lawpoolsri S, Sriwichai P, Soonthornworasiri N, Jittamala P. Effectiveness of dengue training programmes on prevention and control among high school students in the Yangon region, Myanmar. Heliyon 2023; 9:e16759. [PMID: 37292340 PMCID: PMC10245065 DOI: 10.1016/j.heliyon.2023.e16759] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 02/28/2022] [Revised: 05/22/2023] [Accepted: 05/25/2023] [Indexed: 06/10/2023] Open
Abstract
Background Dengue is one of the health problems in Myanmar. Thus, health promotion in schools is considered a key approach for reducing risk-taking behaviours related to dengue. Objectives The study aimed to evaluate a dengue training programme for high school students to measure changes in knowledge, attitude and practices (KAP) towards dengue; evaluate the effectiveness of the programme in improving prevention and control practices among families and determining changes in larval indices in their dwelling places. Methodology The dengue school training programme was conducted for Grades 9 and 10 students in Yangon. In total, 300 students in the intervention school received training and were compared with 300 students as control. KAP was assessed using a self-administered questionnaire, whereas larval and control practice surveys were conducted at the homes of both groups 3 months before and after the programme. Results The KAP scores of the intervention group increased after the programme. Moreover, the programme improved prevention and control practices and decreased the larval indices in the intervention group. Students from the same group with high scores in knowledge and self-reported practices were less likely to exhibit Aedes larval positivity in their residential areas. Conclusion This study demonstrated the impact of the dengue training programme on the KAP of students and short-term family larval control practices, which influenced household larval indices.
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Affiliation(s)
- Soe Htet Aung
- Department of Tropical Hygiene, Faculty of Tropical Medicine, Mahidol University, Thailand
| | - Suparat Phuanukoonnon
- Department of Social and Environmental Science, Faculty of Tropical Medicine, Mahidol University, Thailand
| | - Aye Mon Mon Kyaw
- Central Epidemiology Unit, Department of Public Health, Ministry of Health, Myanmar
| | - Saranath Lawpoolsri
- Department of Tropical Hygiene, Faculty of Tropical Medicine, Mahidol University, Thailand
| | - Patchara Sriwichai
- Department of Medical Entomology, Faculty of Tropical Medicine, Mahidol University, Thailand
| | | | - Podjanee Jittamala
- Department of Tropical Hygiene, Faculty of Tropical Medicine, Mahidol University, Thailand
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Nyangau PN, Nzuma JM, Irungu P, Junglen S, Kassie M. Health education impact on knowledge and management of arboviral diseases in Kenya: Evidence from randomised control trials. Glob Public Health 2023; 18:2274436. [PMID: 37902054 DOI: 10.1080/17441692.2023.2274436] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 04/24/2023] [Accepted: 10/18/2023] [Indexed: 10/31/2023]
Abstract
Communities' knowledge and management strategies are crucial for mitigating and controlling the threat of existing and emerging diseases. In this study, we conducted randomised control trials (RCT) to examine the impact of health education on households' knowledge and management of three Arboviral Diseases (ADs); Rift Valley fever, Chikungunya fever, and Dengue fever in Kenya. The study was based on a sample of 629 households drawn from the three of Kenya's AD hotspot counties; Baringo, Kwale, and Kilifi. Employing a difference-in-difference method, our findings indicate that health education intervention significantly improved households' understanding of ADs transmission modes, causes, and prevention strategies. However, this intervention did not sufficiently influence households' disease management behaviour. We recommend the implementation of community engagement and outreach initiatives which have the potential to drive behavioural changes at the household level, thus enhancing the management and control of ADs in Kenya.
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Affiliation(s)
- Paul Nyamweya Nyangau
- Department of Agricultural Economics, Faculty of Agriculture, University of Nairobi, Nairobi, Kenya
- International Centre of Insect Physiology and Ecology (icipe), Nairobi, Kenya
| | - Jonathan Makau Nzuma
- Department of Agricultural Economics, Faculty of Agriculture, University of Nairobi, Nairobi, Kenya
| | - Patrick Irungu
- Department of Agricultural Economics, Faculty of Agriculture, University of Nairobi, Nairobi, Kenya
| | - Sandra Junglen
- Berlin Institute of Health, Institute of Virology, Charité - Universitätsmedizin Berlin, Corporate Member of Free University Berlin, Humboldt-University Berlin, Berlin, Germany
- German Centre for Infection Research (DZIF), Associated Partner Site Charité, Berlin, Germany
| | - Menale Kassie
- International Centre of Insect Physiology and Ecology (icipe), Nairobi, Kenya
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3
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Maresch I, Kampman H. Playing for Resilience in a Pandemic; Exploring the Role of an Online Board Game in Recognising Resources. INTERNATIONAL JOURNAL OF APPLIED POSITIVE PSYCHOLOGY 2022; 8:1-33. [PMID: 35990999 PMCID: PMC9375186 DOI: 10.1007/s41042-022-00069-z] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Subscribe] [Scholar Register] [Accepted: 06/22/2022] [Indexed: 11/01/2022]
Abstract
In the current climate of Covid-19 and world-wide social distancing, the mental health toll has been widely reported, with an expectation that the negative impact will last beyond the lockdowns. Facing the prospect of an unknown future and continuing challenges, resilience is both topical and necessary. With a call for digitally delivered interventions to help people affected by the pandemic, this study explores how playing an online positive psychology-informed board game supported people to recognise resources for resilience. Sixteen multi-national participants played in groups of 3-4 and qualitative data, collected via focus groups, was analysed using Thematic Analysis. Participants described a broadening of resources, primarily through reflecting on and remembering prior strategies and successes. Four themes are identified which, it is suggested, facilitated this in a sequential, upward spiral; the game mechanisms (release), psychological safety (reflect), meaningful conversations (remember) and anchoring of prior experiences (reuse). Critically, this study suggests that psychological safety may have been amplified by the online environment, which participants suggested enabled them to engage without interruption or inhibition. Additionally, whilst not part of the original intervention, the post-game reflection played an essential role in meaning-making and transferring learning into real-life. Future research into how online environments might not just facilitate but augment interventions is recommended. Finally, this study calls for further research into the impact of playful positive psychology interventions, suggesting a potential development of 'serious play' towards 'seriously positive play'.
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Affiliation(s)
- Imogen Maresch
- School of Psychology, University of East London, Water Lane, E15 3LZ London, UK
| | - Hanna Kampman
- School of Psychology, University of East London, Water Lane, E15 3LZ London, UK
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4
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Huang CM, Chang LC, Wang MC, Sung CH, Lin FH, Guo JL. Impact of Two Types of Board Games on Drug-Use Prevention in Adolescents at Senior High Schools. Games Health J 2022; 11:242-251. [PMID: 35588291 DOI: 10.1089/g4h.2021.0176] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/13/2022] Open
Abstract
Objective: A technology-assisted teaching tool with interactive features may improve the outcomes of illegal drug-use prevention strategies. This study explores augmented reality (AR) and paper board games incorporating a brief antidrug educational program for students without drug-use problems to increase their antidrug knowledge, attitude, life skills, subjective norms, perceived behavioral control, and intention to avoid using drugs. Materials and Methods: A total of 600 students were recruited, and 578 completed the intervention program and pre-and post-tests. The participants were randomly assigned to one of the following three groups: AR board game, paper board games, and comparison groups. The brief educational program consisted of two sessions. Generalized estimation equations were used to assess group differences in outcome variables. The paired t-tests were used to assess improvements in outcome variables of the two experimental groups. Results: The study found that the students who received the brief educational program featuring the AR board game was significantly different from the comparison group in outcome variables, including antidrug knowledge (P = 0.001), life skills (P = 0.004), subjective norms (P < 0.001), perceived behavioral control (P < 0.001), and intention (P = 0.02). The group with the paper board games also revealed similar findings as to the AR board game group in outcome variables, except for antidrug knowledge. There were no group differences in antidrug attitude between experimental and comparison groups. Conclusion: The results of this study support the efficacy of the two types of board games incorporated with a brief educational program. Results suggest that schools can adopt AR or paper board games as learning tools to assist in drug-use prevention programs and reduce the likelihood of students using illegal drugs.
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Affiliation(s)
- Chiu-Mieh Huang
- Institute of Clinical Nursing, College of Nursing, National Yang Ming Chiao Tung University, Taipei, Taiwan
| | - Li-Chun Chang
- Department of Nursing, Chang Gung University of Science and Technology, Taoyuan, Taiwan
| | - Mei-Chih Wang
- Department of neurology, National Taiwan University Hospital Yunlin Branch, Yunlin, Taiwan
| | - Ching-Ho Sung
- Department of Military Education Office, Nanya Institute of Technology, Taoyuan, Taiwan
| | - Fen-He Lin
- Department of Nursing, College of Nursing, National Yang Ming Chiao Tung University, Taipei, Taiwan
| | - Jong-Long Guo
- Department of Health Promotion and Health Education, College of Education, National Taiwan Normal University, Taipei, Taiwan
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5
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Selvarajoo S, Liew JWK, Chua TH, Tan W, Zaki RA, Ngui R, Sulaiman WYW, Ong PS, Vythilingam I. Dengue surveillance using gravid oviposition sticky (GOS) trap and dengue non-structural 1 (NS1) antigen test in Malaysia: randomized controlled trial. Sci Rep 2022; 12:571. [PMID: 35022501 PMCID: PMC8755775 DOI: 10.1038/s41598-021-04643-4] [Citation(s) in RCA: 4] [Impact Index Per Article: 2.0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 08/03/2021] [Accepted: 12/29/2021] [Indexed: 11/09/2022] Open
Abstract
Dengue remains a major public threat and existing dengue control/surveillance programs lack sensitivity and proactivity. More efficient methods are needed. A cluster randomized controlled trial was conducted for 18 months to determine the efficacy of using a combination of gravid oviposition sticky (GOS) traps and dengue non-structural 1 (NS1) antigen for early surveillance of dengue among Aedes mosquito. Eight residential apartments were randomly assigned into intervention and control groups. GOS traps were placed at the intervention apartments weekly to trap Aedes mosquitoes and these tested for dengue NS1 antigen. When dengue-positive pool was detected, the community were notified and advised to execute protective measures. Fewer dengue cases were recorded in the intervention group than the control. Detection of NS1-positive mosquitoes was significantly associated with GOS Aedes index (rs = 0.68, P < 0.01) and occurrence of dengue cases (rs = 0.31, P < 0.01). Participants' knowledge, attitude, and practice (KAP) toward dengue control indicated significant improvement for knowledge (P < 0.01), practice (P < 0.01) and total scores (P < 0.01). Most respondents thought this surveillance method is good (81.2%) and supported its use nationwide. Thus, GOS trap and dengue NS1 antigen test can supplement the current dengue surveillance/control, in alignment with the advocated integrated vector management for reducing Aedes-borne diseases.
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Affiliation(s)
- Sivaneswari Selvarajoo
- Department of Parasitology, Faculty of Medicine, Universiti Malaya, 50603, Kuala Lumpur, Malaysia
| | - Jonathan Wee Kent Liew
- Department of Parasitology, Faculty of Medicine, Universiti Malaya, 50603, Kuala Lumpur, Malaysia.,Enviromental Health Institute, National Environment Agency, Singapore, 569874, Singapore
| | - Tock H Chua
- Department of Pathobiology and Medical Diagnostics, Faculty of Medicine and Health Sciences, Universiti Malaysia Sabah, 88400, Kota Kinabalu, Sabah, Malaysia
| | - Wing Tan
- Department of Parasitology, Faculty of Medicine, Universiti Malaya, 50603, Kuala Lumpur, Malaysia
| | - Rafdzah Ahmad Zaki
- Department of Social and Preventive Medicine, Faculty of Medicine, Centre for Epidemiology and Evidence Based Practice, Universiti Malaya, 50603, Kuala Lumpur, Malaysia
| | - Romano Ngui
- Department of Parasitology, Faculty of Medicine, Universiti Malaya, 50603, Kuala Lumpur, Malaysia
| | - Wan Yusoff Wan Sulaiman
- Department of Parasitology, Faculty of Medicine, Universiti Malaya, 50603, Kuala Lumpur, Malaysia
| | - Poo Soon Ong
- Petaling Jaya City Council, 46675, Petaling Jaya, Selangor, Malaysia
| | - Indra Vythilingam
- Department of Parasitology, Faculty of Medicine, Universiti Malaya, 50603, Kuala Lumpur, Malaysia.
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Tan JW, Ng KB, Mogali SR. An Exploratory Digital Board Game Approach to the Review and Reinforcement of Complex Medical Subjects Like Anatomical Education: Cross-sectional and Mixed Methods Study. JMIR Serious Games 2022; 10:e33282. [PMID: 35006080 PMCID: PMC8787653 DOI: 10.2196/33282] [Citation(s) in RCA: 4] [Impact Index Per Article: 2.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 08/31/2021] [Revised: 10/20/2021] [Accepted: 10/23/2021] [Indexed: 12/11/2022] Open
Abstract
Background Serious games have the potential to resolve educational problems faced by medical students, such as insufficient rehearsal due to boredom and lack of motivation. However, serious games’ relatively novel concepts in science and many genres of games that are common in recreation remain underresearched in the literature. Board games are one such genre that, despite their potential, affordability, and flexibility, are rarely designed for medical students, and little is known about student perceptions of them and their compatibility with rehearsal. Objective In this cross-sectional study, we sought to elicit, via an exploratory mixed methods approach, student perceptions of a digital serious board game specifically designed for the gamified rehearsal of complex medical subjects, with the chosen topic of anatomy. Methods A digital serious board game, based on self-determination theory (SDT), was first designed and developed to facilitate the rehearsal of anatomy information. Students were then voluntarily recruited to partake in the intervention and were randomly split into three teams of 2 players per game session, after which they were administered the Flow Short Scale (FSS), which is a 13-item measure where items were rated on a 7-point Likert scale ranging from 1 (“not at all”) to 7 (“very much”). Students then participated in a focus group discussion to elicit their perceptions of the game. Findings from the FSS were subject to descriptive analysis, and the focus group discussion was subject to inductive thematic analysis. Results A total of 12 undergraduate, second-year medical students from the Lee Kong Chian School of Medicine in Singapore participated in the study. FSS results indicated a moderate level of overall flow (mean score 4.94, SD 1.07) via the subdomains of fluency (mean score 4.77, SD 1.13) and absorption (mean score 5.21, SD 1.1). Students perceived the game as fun, enjoyable, engaging, and appropriate as a rehearsal tool that alleviated the monotony of traditional methods of rehearsal. Conclusions Our digital board game–based rehearsal tool, when based on SDT, appeared to be suitable for gamified rehearsal in a fun and enjoyable environment due to its facilitation of intrinsic motivation in its players.
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Affiliation(s)
- Jun Wen Tan
- Lee Kong Chian School of Medicine, Nanyang Technological University, Singapore
| | - Kian Bee Ng
- Lee Kong Chian School of Medicine, Nanyang Technological University, Singapore
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Epstein DS, Zemski A, Enticott J, Barton C. Tabletop Board Game Elements and Gamification Interventions for Health Behavior Change: Realist Review and Proposal of a Game Design Framework. JMIR Serious Games 2021; 9:e23302. [PMID: 33787502 PMCID: PMC8047814 DOI: 10.2196/23302] [Citation(s) in RCA: 10] [Impact Index Per Article: 3.3] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 08/06/2020] [Revised: 10/21/2020] [Accepted: 02/13/2021] [Indexed: 11/26/2022] Open
Abstract
Background Games, when used as interventional tools, can influence behavior change by incentivizing, reinforcing, educating, providing feedback loops, prompting, persuading, or providing meaning, fun, and community. However, not all game elements will appeal to all consumers equally, and different elements might work for different people and in different contexts. Objective The aim of this study was to conduct a realist review of tabletop games targeting behavior change and to propose a framework for designing effective behavior change games. Methods A realist review was conducted to inform program theory in the development of tabletop games for health behavior change. The context, mechanisms used to change behavior, and outcomes of included studies were reviewed through a realist lens. Results Thirty-one papers met the eligibility criteria and were included in the review. Several design methods were identified that enhanced the efficacy of the games to change behavior. These included design by local teams, pilot testing, clearly defined targets of behavior change, conscious attention to all aspects of game design, including game mechanics, dynamics, aesthetics, and the elicitation of emotions. Delivery with other mediums, leveraging behavioral insights, prior training for delivery, and repeated play were also important. Some design elements that were found to reduce efficacy included limited replayability or lack of fun for immersive engagement. Conclusions Game designers need to consider all aspects of the context and the mechanisms to achieve the desired behavior change outcomes. Careful design thinking should include consideration of the game mechanics, dynamics, aesthetics, emotions, and contexts of the game and the players. People who know the players and the contexts well should design the games or have significant input. Testing in real-world settings is likely to lead to better outcomes. Careful selection and purposeful design of the behavior change mechanisms at play is essential. Fun and enjoyment of the player should be considered, as without engagement, there will be no desired intervention effect.
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Affiliation(s)
- Daniel S Epstein
- Department of General Practice, Monash University, Notting Hill, Australia
| | - Adam Zemski
- Department of Mathematics, Moreton Bay College, Brisbane, Australia
| | - Joanne Enticott
- Monash Centre for Health Research and Implementation, Monash University, Clayton, Australia
| | - Christopher Barton
- Department of General Practice, Monash University, Notting Hill, Australia
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8
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Díaz-González EE, Danis-Lozano R, Peñaloza G. Schools as centers for health educational initiatives, health behavior research and risk behavior for dengue infection in school children and community members: a systematic review. HEALTH EDUCATION RESEARCH 2020; 35:376-395. [PMID: 32951047 DOI: 10.1093/her/cyaa019] [Citation(s) in RCA: 6] [Impact Index Per Article: 1.5] [Reference Citation Analysis] [Abstract] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Received: 01/26/2020] [Accepted: 05/27/2020] [Indexed: 06/11/2023]
Abstract
Dengue virus is the main arboviral disease transmitted by Aedes mosquitoes and affects mainly school-aged children and teens. Many methods have been developed for dengue control, including health education strategies for elementary and high school students. The objective of this study is to provide an update on the status of health education on dengue in schools and provide new perspectives on health behavior research in order to reduce the proliferation of mosquitoes and spread of arboviral diseases among school-aged children and other community members. A systematic review about health educational initiatives was carried out. This research discusses the effectiveness of these strategies in educating students about dengue disease and mosquito control and how the school is relevant for community-based participation in research on dengue education. The study found that employing ludic strategies and directly involving children in mosquito control in their households have been the most attractive and effective strategies for dengue education in children and teens. However, the sustainability of protective behaviors has been poorly evaluated, and new approaches for health behavior research are needed. Inasmuch as, schools are important places for gathering community members, and students can serve as an essential link between educative interventions and the community.
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Affiliation(s)
- Esteban E Díaz-González
- Centro de Investigación y Estudios Avanzados del Instituto Politécnico Nacional, Unidad Monterrey, Via del Conocimiento, 201, Parque PIIT, Apodaca, Nuevo León, 66628, México
- Centro de Investigación y Desarrollo en Ciencias de la Salud Universidad Autónoma de Nuevo León, Av. Carlos Canseco esquina con Av. Gonzalitos s/n, Colonia Mitras Centro, Monterrey, Nuevo León, 64460, México
| | - Rogelio Danis-Lozano
- Centro Regional de Investigación en Salud Pública, Instituto Nacional de Salud Pública, 19 Poniente entre 4 y 6 Norte, Centro, Tapachula, Chiapas, 30700, México
| | - Gonzalo Peñaloza
- Centro de Investigación y Estudios Avanzados del Instituto Politécnico Nacional, Unidad Monterrey, Via del Conocimiento, 201, Parque PIIT, Apodaca, Nuevo León, 66628, México
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9
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School-based health education for dengue control in Kelantan, Malaysia: Impact on knowledge, attitude and practice. PLoS Negl Trop Dis 2020; 14:e0008075. [PMID: 32218580 PMCID: PMC7141698 DOI: 10.1371/journal.pntd.0008075] [Citation(s) in RCA: 21] [Impact Index Per Article: 5.3] [Reference Citation Analysis] [Abstract] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 05/09/2019] [Revised: 04/08/2020] [Accepted: 01/19/2020] [Indexed: 11/20/2022] Open
Abstract
The massive flood in Malaysia’s east coast in December 2014 has placed Kelantan in a possible dengue outbreak risk. At this point, community awareness is essential in preventing disease spread. However, no data on knowledge, attitude, and practice (KAP) of dengue in Kelantan have existed in relevance to flood disaster, although such information is necessary for the vector control programs. The purpose of this study is to assess the KAP regarding dengue among school children from flooded and unflooded areas and to evaluate the effectiveness of the dengue health education program in improving their KAP level. A school-based pre- and post-tests design was utilized in this study whereby a booklet on dengue was distributed during the interphase of the tests. The information collected was on the socio-demographic, KAP and the source of dengue information. We statistically compared the KAP between the two study sites and the pre- and post-test scores to evaluate the health education program. A total of 203 students participated in the survey, and 51.7% of them were flood victims. When comparing the baseline KAP, the respondents from the unflooded area had higher knowledge scores compared to those from the flooded area (P<0.05), while non-significant differences were observed in the attitude and practice between the two study areas (P>0.05). The health education program significantly improved knowledge and practice in the flooded area and knowledge only in the unflooded area (P<0.05). The multinomial regression analysis suggests that age and dengue history are the primary determinants that influence the high practice level in both areas. We suggest the need to increase routine dengue health education programs to all age groups targeting both high and low dengue risk areas, and the necessity to ensure the translation of positive knowledge and attitude changes into real dengue preventive practices. The KAP research design is widely used in diagnosing the current awareness of any diseases and to evaluate the efficiency of any health-related treatments or intervention programs. Until date, such KAP assessment and health education programs regarding dengue in the disaster-affected region are relatively rare, especially in Malaysia. Providing health education to the community is as important as other vector control strategies such as source reduction and insecticide spraying because none of these will be successful without community involvement is disease prevention. The massive flood that struck the east coast region of Malaysia poses a possible threat in Kelantan for dengue transmission. Dengue KAP assessment associated with health education for the community at risk is essential to find the gaps in the community and also to ensure their understanding in vector biology, disease spread mechanisms and key behaviors that need to be adopted in order to prevent the spread of dengue. The study provides useful content and knowledge that could guide local authorities and health officials to plan and execute health education programs to disaster-affected populations and also unaffected populations to prevent and control dengue.
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10
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Paixão MM, Ballouz T, Lindahl JF. Effect of Education on Improving Knowledge and Behavior for Arboviral Diseases: A Systematic Review and Meta-Analysis. Am J Trop Med Hyg 2020; 101:441-447. [PMID: 31115297 DOI: 10.4269/ajtmh.19-0170] [Citation(s) in RCA: 3] [Impact Index Per Article: 0.8] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/07/2022] Open
Abstract
Arboviral diseases are responsible for a high burden of disease in humans, and a significant part of disease risk reduction efforts relies on vector control methods. The elimination of potential breeding sites for the mosquito vectors and a higher level of literacy by the populations at risk could present a sustainable and environmentally friendly solution. This review aims to assess the efficacy of educational interventions for arboviral diseases on knowledge and self-reported behavior. A systematic literature search was performed using Cochrane, EMBASE, Global Health, and PubMed. References of articles retrieved were searched manually for further studies. Critical appraisal of the selected articles was performed using the Effective Public Health Practice Project tool, and studies with a control group were further assessed through the Cochrane's risk of bias tool. A summary narrative of the results and a meta-analysis was conducted. Fourteen studies fulfilling the inclusion criteria were analyzed. Overall, there was an increase in knowledge and in self-reported adoption of protective measures. No effect was found using solely printed material. A meta-analysis was performed separately for the two outcomes measured, which produced a mean standardized difference of 1.86 (95% CI: 1.33-2.39) in knowledge scores compared with the control groups. Regarding the self-reported protective behavior, the results show a summary value of odds ratio of 5.23 (95% CI: 3.09-7.36). Most of the educational interventions had a positive impact on knowledge and self-reported adoption of protective measures. More research producing stronger evidence and evaluating long-term impact is needed.
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Affiliation(s)
- Maria Margarida Paixão
- Department of Public Health of Amadora, Lisbon, Portugal.,London School of Hygiene & Tropical Medicine, London, United Kingdom
| | - Tala Ballouz
- London School of Hygiene & Tropical Medicine, London, United Kingdom
| | - Johanna F Lindahl
- Department of Clinical Sciences, Swedish University of Agricultural Sciences, Uppsala, Sweden.,International Livestock Research Institute, Ha Noi, Vietnam.,Department of Medical Biochemistry and Microbiology, Uppsala University, Uppsala, Sweden
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11
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Dell'Angela L, Zaharia A, Lobel A, Vico Begara O, Sander D, Samson AC. Board Games on Emotional Competences for School-Age Children. Games Health J 2020; 9:187-196. [PMID: 32053027 DOI: 10.1089/g4h.2019.0050] [Citation(s) in RCA: 3] [Impact Index Per Article: 0.8] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/13/2022] Open
Abstract
Objective: Emotional competences (EC) are important for social and academic outcomes and positive life trajectories. Due to their social setting and tendency to stimulate intrinsic motivation, board games may constitute efficient learning tools for promoting socioemotional development in children. The current project therefore aimed at developing and testing three theory-driven board games explicitly targeting EC. First, we explored the quality of these EC games in terms of game experience, compared to off-the-shelf games (without an EC focus). Second, we tested whether targeted EC were linked to game experience in the EC games by measuring associations between children's trait EC and subjective effort and difficulty during gameplay. Materials and Methods: Children (N = 177) aged 8-12 years old were randomly assigned to a four-session protocol that comprised EC board games (experimental group) or off-the-shelf board games (control group). At baseline, participants' trait EC (emotion recognition, differentiation, and cognitive reappraisal) were assessed, while game experience (e.g., positive and negative affect, flow and immersion, difficulty, and effort) was assessed after each game. Results: Both groups perceived the games they played as positive and playable. Furthermore, regression analyses showed that higher trait EC was linked to lower self-reported effort and difficulty in two of the EC board games focusing on emotion recognition and differentiation. Conclusion: The present study shows that the board games on EC designed for children seem to elicit game experiences comparable to off-the-shelf games. Moreover, children's trait EC were linked to subjective game experience in two of the three games. Future interventions should examine the potential of the novel games to promote EC.
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Affiliation(s)
- Linda Dell'Angela
- Swiss Center for Affective Sciences, Campus Biotech, University of Geneva, Geneva, Switzerland.,Faculty of Psychology and Educational Sciences, University of Geneva, Geneva, Switzerland
| | - Alexandra Zaharia
- Swiss Center for Affective Sciences, Campus Biotech, University of Geneva, Geneva, Switzerland.,Faculty of Psychology, Swiss Distance University Institute, Brig, Switzerland.,Institute of Special Education, University of Fribourg, Fribourg, Switzerland
| | - Adam Lobel
- Swiss Center for Affective Sciences, Campus Biotech, University of Geneva, Geneva, Switzerland
| | - Ornella Vico Begara
- Faculty of Psychology and Educational Sciences, University of Geneva, Geneva, Switzerland
| | - David Sander
- Swiss Center for Affective Sciences, Campus Biotech, University of Geneva, Geneva, Switzerland.,Faculty of Psychology and Educational Sciences, University of Geneva, Geneva, Switzerland
| | - Andrea C Samson
- Swiss Center for Affective Sciences, Campus Biotech, University of Geneva, Geneva, Switzerland.,Faculty of Psychology, Swiss Distance University Institute, Brig, Switzerland.,Institute of Special Education, University of Fribourg, Fribourg, Switzerland
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12
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Gauthier A, Kato PM, Bul KCM, Dunwell I, Walker-Clarke A, Lameras P. Board Games for Health: A Systematic Literature Review and Meta-Analysis. Games Health J 2018; 8:85-100. [PMID: 30256159 DOI: 10.1089/g4h.2018.0017] [Citation(s) in RCA: 28] [Impact Index Per Article: 4.7] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/13/2022] Open
Abstract
Nondigital board games are being used to engage players and impact outcomes in health and medicine across diverse populations and contexts. This systematic review and meta-analysis describes and summarizes their impact based on randomized and nonrandomized controlled trials. An electronic search resulted in a review of n = 21 eligible studies. Sample sizes ranged from n = 17 to n = 3110 (n = 6554 total participants). A majority of the board game interventions focused on education to increase health-related knowledge and behaviors (76%, n = 16). Outcomes evaluated included self-efficacy, attitudes/beliefs, biological health indicators, social functioning, anxiety, and executive functioning, in addition to knowledge and behaviors. Using the Cochrane Collaboration tool for assessing bias, most studies (52%, n = 11) had an unclear risk of bias (33% [n = 7] had a high risk and 14% [n = 3] had a low risk). Statistical tests of publication bias were not significant. A random-effects meta-analysis showed a large average effect of board games on health-related knowledge (d* = 0.82, 95% confidence interval; CI [0.15-1.48]), a small-to-moderate effect on behaviors (d* = 0.33, 95% CI [0.16-0.51]), and a small-to-moderate effect on biological health indicators (d* = 0.37, 95% CI [0.21-0.52]). The findings contribute to the literature on games and gamified approaches in healthcare. Future research efforts should aim for more consistent high scientific standards in their evaluation protocols and reporting methodologies to provide a stronger evidence base.
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Affiliation(s)
- Andrea Gauthier
- 1 Faculty of Medicine, Institute of Medical Sciences, University of Toronto, Mississauga, Canada
| | - Pamela M Kato
- 2 Faculty of Engineering, Environment, and Computing, School of Computing, Electronics, and Mathematics, Coventry University, Coventry, United Kingdom
| | - Kim C M Bul
- 3 Faculty of Health and Life Sciences, Center for Innovative Research across the Life Course (CIRAL), Coventry University, Coventry, United Kingdom
| | - Ian Dunwell
- 2 Faculty of Engineering, Environment, and Computing, School of Computing, Electronics, and Mathematics, Coventry University, Coventry, United Kingdom
| | - Aimee Walker-Clarke
- 4 Warwick Manufacturing Group, Department of Engineering Psychology, International Digital Laboratory, University of Warwick, Coventry, United Kingdom
| | - Petros Lameras
- 2 Faculty of Engineering, Environment, and Computing, School of Computing, Electronics, and Mathematics, Coventry University, Coventry, United Kingdom
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Ezezika O, Oh J, Edeagu N, Boyo W. Gamification of nutrition: A preliminary study on the impact of gamification on nutrition knowledge, attitude, and behaviour of adolescents in Nigeria. Nutr Health 2018; 24:137-144. [PMID: 29974803 DOI: 10.1177/0260106018782211] [Citation(s) in RCA: 18] [Impact Index Per Article: 3.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/16/2022]
Abstract
BACKGROUND: In Nigeria and many parts of sub-Saharan Africa, the availability of foods that are high in salt, sugar, and saturated fat is steadily increasing. This has led to an increase in the consumption of such foods among Nigerians, particularly among adolescents. AIM: This pilot study was undertaken to understand whether, and how, gamification of nutrition can have an impact on addressing the problem of unhealthy eating among Nigerian adolescents. METHODS: Gamification of nutrition through board games, clubs and vouchers was introduced in three secondary schools in Abuja, Nigeria over a span of three to four months. Semi-structured focus groups were conducted with grade 11 and 12 students in the three secondary schools. Participants were asked about their perceptions of the intervention and how it influenced their eating behaviour, attitudes and knowledge about nutrition. RESULTS: A total of 31 students participated in four focus groups. Participants reported that the intervention shifted their perceptions and preferences, leading them to alter their behaviour by incorporating more nutritious foods (such as fruits and vegetables) into their diet and engaging in more physical activity. Five themes emerged from the analyses: improved eating behaviour; increased physical activity; improved overall well-being; increased nutrition knowledge; and influencing others. CONCLUSIONS: The results from the focus groups suggest that gamification of nutrition can lead to improvements in dietary behaviour among adolescents over the short-term. More studies are needed to evaluate the long-term effects of nutrition interventions that use gamification techniques.
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Affiliation(s)
- Obidimma Ezezika
- 1 Interdisciplinary Centre for Health and Society, University of Toronto, Scarborough, Canada.,2 African Centre for Innovation and Leadership Development, Abuja, Nigeria.,3 Dalla Lana School of Public Health, University of Toronto, Canada.,4 Faculty of Health Sciences, University of Ontario Institute of Technology, Oshawa, Canada
| | - Jessica Oh
- 2 African Centre for Innovation and Leadership Development, Abuja, Nigeria.,5 Harvard TH Chan School of Public Health, Boston, USA
| | - Ngozi Edeagu
- 2 African Centre for Innovation and Leadership Development, Abuja, Nigeria.,6 Department of History and Strategic Studies, Alex Ekwueme Federal University Ndufu-Alike, Nigeria
| | - Warami Boyo
- 2 African Centre for Innovation and Leadership Development, Abuja, Nigeria
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Don't Push Your Luck! Educational Family Board (Not Bored) Game for School-Age Children Living with Chronic Conditions. J Pediatr Nurs 2017; 35:57-64. [PMID: 28728770 DOI: 10.1016/j.pedn.2017.02.032] [Citation(s) in RCA: 7] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 11/18/2016] [Revised: 02/24/2017] [Accepted: 02/24/2017] [Indexed: 11/23/2022]
Abstract
PURPOSE Children who are living with chronic conditions may be supported in self-care through enjoyable active learning and family social processes. This research focused on development and evaluation of "Don't Push Your Luck!", an educational board game designed to inspire family discussion about chronic conditions, and help affected children learn about self-care choices and consequences. DESIGN AND METHODS Mixed-method research was conducted with families from one outpatient Cystic Fibrosis Clinic and four Hemophilia Treatment Centres in Canada and United States (N=72). In phase I, board game prototype and questionnaires were refined with affected boys, siblings, and parents living with hemophilia (n=11), compared with families living with cystic fibrosis (n=11). In phase II, final board game was evaluated with families living with hemophilia (n=50). Data collection included pre-post-game questionnaires on decision-making and Haemo-QoL Index©, and post-game enjoyment. Analysis included descriptive statistics, inferential statistics (non-parametric), and qualitative themes. RESULTS Findings revealed this game was an enjoyable and effective resource to engage families in self-care discussions. Key themes included communication, being involved, knowing, decisions and consequences, and being connected. Qualitative and quantitative findings aligned. Statistical significance suggests the game enhanced family engagement to support decision-making skills, as parents identified that the game helped them talk about important topics, and children gained insight regarding family supports and self-care responsibility. CONCLUSIONS This board game was an effective, developmentally appropriate family resource to facilitate engagement and conversation about everyday life experiences in preparation for self-care. PRACTICE IMPLICATIONS There is promising potential to extend this educational family board game intervention with a greater range of school-age children and families living with chronic conditions.
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Sumayyah A, Fadzly N, Zuharah WF. Current observation on Aedes mosquitoes: A survey on implication of dengue infection, human lifestyle and preventive measure among Malaysia resident in urban and sub-urban areas. ASIAN PACIFIC JOURNAL OF TROPICAL DISEASE 2016. [DOI: 10.1016/s2222-1808(16)61143-x] [Citation(s) in RCA: 2] [Impact Index Per Article: 0.3] [Reference Citation Analysis] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 12/31/2022]
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Isa A, Loke YK, Smith JR, Papageorgiou A, Hunter PR. Mediational effects of self-efficacy dimensions in the relationship between knowledge of dengue and dengue preventive behaviour with respect to control of dengue outbreaks: a structural equation model of a cross-sectional survey. PLoS Negl Trop Dis 2013; 7:e2401. [PMID: 24086777 PMCID: PMC3784466 DOI: 10.1371/journal.pntd.0002401] [Citation(s) in RCA: 21] [Impact Index Per Article: 1.9] [Reference Citation Analysis] [Abstract] [MESH Headings] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 05/03/2013] [Accepted: 07/22/2013] [Indexed: 12/01/2022] Open
Abstract
BACKGROUND Dengue fever is endemic in Malaysia, with frequent major outbreaks in urban areas. The major control strategy relies on health promotional campaigns aimed at encouraging people to reduce mosquito breeding sites close to people's homes. However, such campaigns have not always been 100% effective. The concept of self-efficacy is an area of increasing research interest in understanding how health promotion can be most effective. This paper reports on a study of the impact of self-efficacy on dengue knowledge and dengue preventive behaviour. METHODS AND FINDINGS We recruited 280 adults from 27 post-outbreak villages in the state of Terengganu, east coast of Malaysia. Measures of health promotion and educational intervention activities and types of communication during outbreak, level of dengue knowledge, level and strength of self-efficacy and dengue preventive behaviour were obtained via face-to-face interviews and questionnaires. A structural equation model was tested and fitted the data well (χ(2) = 71.659, df = 40, p = 0.002, RMSEA = 0.053, CFI = 0.973, TLI = 0.963). Mass media, local contact and direct information-giving sessions significantly predicted level of knowledge of dengue. Level and strength of self-efficacy fully mediated the relationship between knowledge of dengue and dengue preventive behaviours. Strength of self-efficacy acted as partial mediator in the relationship between knowledge of dengue and dengue preventive behaviours. CONCLUSIONS To control and prevent dengue outbreaks by behavioural measures, health promotion and educational interventions during outbreaks should now focus on those approaches that are most likely to increase the level and strength of self-efficacy.
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Affiliation(s)
- Affendi Isa
- Norwich Medical School, University of East Anglia, Norwich, United Kingdom
| | - Yoon K. Loke
- Norwich Medical School, University of East Anglia, Norwich, United Kingdom
| | - Jane R. Smith
- University of Exeter Medical School, Devon, United Kingdom
| | - Alexia Papageorgiou
- St George's, University of London Medical School at University of Nicosia, Nicosia, Cyprus
| | - Paul R. Hunter
- Norwich Medical School, University of East Anglia, Norwich, United Kingdom
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Charlier N, De Fraine B. Game-based learning as a vehicle to teach first aid content: a randomized experiment. THE JOURNAL OF SCHOOL HEALTH 2013; 83:493-499. [PMID: 23782092 DOI: 10.1111/josh.12057] [Citation(s) in RCA: 11] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Abstract] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Received: 07/25/2011] [Revised: 06/15/2012] [Accepted: 07/09/2012] [Indexed: 06/02/2023]
Abstract
BACKGROUND Knowledge of first aid (FA), which constitutes lifesaving treatments for injuries or illnesses, is important for every individual. In this study, we have set up a group-randomized controlled trial to assess the effectiveness of a board game for learning FA. METHODS Four class groups (120 students) were randomly assigned to 2 conditions, a board game or a traditional lecture method (control condition). The effect of the learning environment on students' achievement was examined through a paper-and-pencil test of FA knowledge. Two months after the intervention, the participants took a retention test and completed a questionnaire assessing enjoyment, interest, and motivation. RESULTS An analysis of pre- and post-test knowledge scores showed that both conditions produced significant increases in knowledge. The lecture was significantly more effective in increasing knowledge, as compared to the board game. Participants indicated that they liked the game condition more than their fellow participants in the traditional lecture condition. CONCLUSION These results suggest that traditional lectures are more effective in increasing student knowledge, whereas educational games are more effective for student enjoyment. From this case study we recommend alteration or a combination of these teaching methods to make learning both effective and enjoyable.
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Affiliation(s)
- Nathalie Charlier
- KU Leuven, Tervuursevest 101, P.O. Box 1500, 3001 Heverlee, Belgium.
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Reidpath DD, Allotey P, Pokhrel S. Social sciences research in neglected tropical diseases 2: A bibliographic analysis. Health Res Policy Syst 2011; 9:1. [PMID: 21210997 PMCID: PMC3024304 DOI: 10.1186/1478-4505-9-1] [Citation(s) in RCA: 51] [Impact Index Per Article: 3.9] [Reference Citation Analysis] [Abstract] [Track Full Text] [Download PDF] [Journal Information] [Subscribe] [Scholar Register] [Received: 05/21/2010] [Accepted: 01/06/2011] [Indexed: 11/21/2022] Open
Abstract
BACKGROUND There are strong arguments for social science and interdisciplinary research in the neglected tropical diseases. These diseases represent a rich and dynamic interplay between vector, host, and pathogen which occurs within social, physical and biological contexts. The overwhelming sense, however, is that neglected tropical diseases research is a biomedical endeavour largely excluding the social sciences. The purpose of this review is to provide a baseline for discussing the quantum and nature of the science that is being conducted, and the extent to which the social sciences are a part of that. METHODS A bibliographic analysis was conducted of neglected tropical diseases related research papers published over the past 10 years in biomedical and social sciences. The analysis had textual and bibliometric facets, and focussed on chikungunya, dengue, visceral leishmaniasis, and onchocerciasis. RESULTS There is substantial variation in the number of publications associated with each disease. The proportion of the research that is social science based appears remarkably consistent (<4%). A textual analysis, however, reveals a degree of misclassification by the abstracting service where a surprising proportion of the "social sciences" research was pure clinical research. Much of the social sciences research also tends to be "hand maiden" research focused on the implementation of biomedical solutions. CONCLUSION There is little evidence that scientists pay any attention to the complex social, cultural, biological, and environmental dynamic involved in human pathogenesis. There is little investigator driven social science and a poor presence of interdisciplinary science. The research needs more sophisticated funders and priority setters who are not beguiled by uncritical biomedical promises.
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Affiliation(s)
- Daniel D Reidpath
- Global Public Health, Jeffrey Cheah School of Medicine and Health Sciences, Monash University, Malaysia
| | - Pascale Allotey
- Global Public Health, Jeffrey Cheah School of Medicine and Health Sciences, Monash University, Malaysia
| | - Subhash Pokhrel
- Health Economics Research Group, Brunel University, West London, UK
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van der Stege HA, van Staa A, Hilberink SR, Visser AP. Using the new board game SeCZ TaLK to stimulate the communication on sexual health for adolescents with chronic conditions. PATIENT EDUCATION AND COUNSELING 2010; 81:324-331. [PMID: 20934834 DOI: 10.1016/j.pec.2010.09.011] [Citation(s) in RCA: 15] [Impact Index Per Article: 1.1] [Reference Citation Analysis] [Abstract] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Received: 06/28/2010] [Revised: 08/27/2010] [Accepted: 09/13/2010] [Indexed: 05/30/2023]
Abstract
OBJECTIVE This study evaluated the feasibility and appreciation of a new educational board game (SeCZ TaLK) that stimulates communication on sexuality and intimate relationships in youth with chronic conditions. METHODS 85 adolescents with chronic conditions or disabilities piloted the board game in three rehabilitation centers/schools for the disabled, one outpatient clinic and a patient organization. They assessed their experiences through a brief questionnaire, as did 12 health care professionals and teachers who acted as facilitators. RESULTS Eighty-five percent of the adolescents found it is (very) important to discuss sexuality and intimate relationships; 81% felt that SeCZ TaLK enabled this. Girls were more positive about the game than boys (p<.05) and younger participants were more positive than older ones (p<.01). Youth in an outpatient clinic appreciated the game most (p<.05) compared to other settings. Professionals asserted that discussing these issues is important for their work and would recommend the game to colleagues. CONCLUSION SeCZ TaLK is a promising tool for improving communication on sexuality with youth with special health care needs. PRACTICE IMPLICATIONS Health care providers and teachers are recommended to use interventions such as SeCZ TaLK to stimulate communication about sexual health with adolescents with chronic conditions.
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