ArticleJMIR serious games2017
Can Gaming Increase Antibiotic Awareness in Children? A Mixed-Methods Approach.
Article in JMIR serious games, 2017. The graph could read no effect estimate from its abstract, so it casts no vote on the map. It is linked to trial NCT06402227 (Effectiveness of Board Game on Improving Knowledge, Attitudes and Behavioral Intentions of Infection Control for Senior Elementary School Students), which is not on this map. Cited by 17 papers, 1 of them a synthesis that pooled it.
What it found
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The abstract states no effect estimate the extractor could read, or names no intervention and outcome on the map, so this paper lights no cell and moves no belief. It is still indexed, cited and linked below.
The trial behind it
Trials whose registry record cites this paper, or whose number appears in the abstract. A trial that started after this paper was published is citing it as background, not reporting it.
Effectiveness of Board Game on Improving Knowledge, Attitudes and Behavioral Intentions of Infection Control for Senior Elementary School Students: a Randomized Controlled Trial
Who cites it
17 citing papers in PubMed, 1 synthesis or guideline pooled it.
- Usability of Health Information Websites Designed for Adolescents: Systematic Review, Neurodevelopmental Model, and Design Brief.Journal of medical Internet research · 2019Pooled it
- The effects of gamification on antimicrobial resistance knowledge and its relationship to dentistry in Saudi Arabia: a randomized controlled trial.BMC public health · 2020Trial
- Improving Vaccine Knowledge Among Adolescents Aged 11-14 Years: A Pre-Post School-Based Educational Intervention.Vaccines · 2026Article
- Health Literacy and Interventions on Antibiotics Use and AMR in Younger Generations in High-Income Countries-A Systematic Review.Antibiotics (Basel, Switzerland) · 2025Review
- Impact of the ´Alforja Educativa' on Ecuadorian schoolchildren's knowledge of bacteria, antibiotics, and antibiotic resistance, a pretest-posttest study.BMC public health · 2024Article
- The impact of an online educational game on breast cancer awareness among university female students, Malaysia: a pilot study.BMC cancer · 2023Article
- Digital Marketing: A Unique Multidisciplinary Approach towards the Elimination of Viral Hepatitis.Pathogens (Basel, Switzerland) · 2022Review
- Public Health Interventions to Improve Antimicrobial Resistance Awareness and Behavioural Change Associated with Antimicrobial Use: A Systematic Review Exploring the Use of Social Media.Antibiotics (Basel, Switzerland) · 2022Review
- Development of and User Feedback on a Board and Online Game to Educate on Antimicrobial Resistance and Stewardship.Antibiotics (Basel, Switzerland) · 2022Article
- A Co-Design Process to Elaborate Educational Materials to Promote Appropriate Use of Antibiotics for Acute Lower Respiratory Tract Infections in Primary Healthcare in Catalonia (Spain).Patient preference and adherence · 2021Article
- Evaluation of an Educational Health Website on Infections and Antibiotics in England: Mixed Methods, User-Centered Approach.JMIR formative research · 2020Article
- Use of Social Media as a Tool to Reduce Antibiotic Usage: A Neglected Approach to Combat Antimicrobial Resistance in Low and Middle Income Countries.Frontiers in public health · 2020Article
- Using debate to educate young people in schools about antibiotic use and resistance: A before and after evaluation using a questionnaire survey.Journal of infection prevention · 2019Article
- Public understanding and use of antibiotics in England: findings from a household survey in 2017.BMJ open · 2019Article
- Young People's Knowledge of Antibiotics and Vaccinations and Increasing This Knowledge Through Gaming: Mixed-Methods Study Using e-Bug.JMIR serious games · 2019Article
- Knowledge Assessment of E-Bug Assisted Antimicrobial Resistance Education Module in Class VII School Students of South Indian Coastal Town of Manipal.Journal of clinical medicine · 2019Article
- Bacterial Survivor: An Interactive Game that Combats Misconceptions about Antibiotic Resistance.Journal of microbiology & biology education · 2018Article
Corrections and comments
PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.
Authors and funding
4 authors.
Funding
No grant is acknowledged in the PubMed record.
Abstract
backgrounde-Bug is a pan-European educational resource for junior and senior school children, which contains activities covering prudent antibiotic use and the spread, treatment, and prevention of infection. Teaching resources for children aged 7-15 years are complemented by a student website that hosts games and interactive activities for the children to continue their learning at home.
objectiveThe aim of this study was to appraise young people's opinions of 3 antibiotic games on the e-Bug student website, exploring children's views and suggestions for improvements, and analyzing change in their knowledge around the learning outcomes covered. The 3 games selected for evaluation all contained elements and learning outcomes relating to antibiotics, the correct use of antibiotics, and bacteria and viruses.
methodsA mixed methodological approach was undertaken, wherein 153 pupils aged 9-11 years in primary schools and summer schools in the Bristol and Gloucestershire area completed a questionnaire with antibiotic and microbe questions, before and after playing 3 e-Bug games for a total of 15 minutes. The after questionnaire also contained open-ended and Likert scale questions. In addition, 6 focus groups with 48 students and think-aloud sessions with 4 students who had all played the games were performed.
resultsThe questionnaire data showed a significant increase in knowledge for 2 out of 7 questions (P=.01 and P<.001), whereas all questions showed a small level of increase. The two areas of significant knowledge improvement focused around the use of antibiotics for bacterial versus viral infections and ensuring the course of antibiotics is completed. Qualitative data showed that the e-Bug game "Body Busters" was the most popular, closely followed by "Doctor Doctor," and "Microbe Mania" the least popular.
conclusionsThis study shows that 2 of the e-Bug antibiotic educational games are valuable. "Body Busters" effectively increased antibiotic knowledge in children and had the greatest flow and enjoyment. "Doctor Doctor" also resulted in increased knowledge, but was less enjoyable. "Microbe Mania" had neither flow nor knowledge gain and therefore needs much modification and review. The results from the qualitative part of this study will be very important to inform future modifications and improvements to the e-Bug games.
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