Evidence map›Paper›PMID 34636739›Full record

ArticleJMIR serious games2021

Gamifying Sexual Education for Adolescents in a Low-Tech Setting: Quasi-Experimental Design Study.

Hussein Haruna, Kingsley Okoye, Zamzami Zainuddin, Xiao Hu, Samuel Chu, Samira Hosseini

Abstract read
In one paragraph

Article in JMIR serious games, 2021. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 8 papers, 3 of them syntheses that pooled it.

0numbers the graph read from it
0cells of the map it votes in
8citing papers in PubMed, 3 pooled it
–field-weighted citation impact
1 · What the graph read from it

What it found

Each row is one number read from the abstract, on the scale the paper reported it, with its interval. Left of the dashed line favours the treatment, right favours the comparator. Under each row is the sentence it came from. New to these charts? A ten-minute tutorial.

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.

2 · The registry

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.

Neither the registry nor the abstract names a trial number. If this is a trial report, that itself is worth knowing.

3 · Its place in the literature

Who cites it

8 citing papers in PubMed, 3 syntheses or guidelines pooled it.

  1. Effectiveness of digital interventions to reduce school-age adolescent sexual risks: A systematic review.Journal of nursing scholarship : an official publication of Sigma Theta Tau International Honor Society of Nursing · 2025
    Pooled it
  2. Pooled it
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  4. Trial
  5. Review
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4 · The record

Corrections and comments

PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.

5 · Who and what money

Authors and funding

6 authors.

Hussein Haruna *Writing Lab, Institute for the Future of Education, Tecnologico de Monterrey, Monterrey, Mexico.ORCID https://orcid.org/0000-0001-9089-2847
Kingsley Okoye *Writing Lab, Institute for the Future of Education, Tecnologico de Monterrey, Monterrey, Mexico.ORCID https://orcid.org/0000-0002-6943-9885
Zamzami ZainuddinFaculty of Education, The University of Hong Kong, Hong Kong, Hong Kong.ORCID https://orcid.org/0000-0002-4851-4102
Xiao HuFaculty of Education, The University of Hong Kong, Hong Kong, Hong Kong.ORCID https://orcid.org/0000-0003-3994-0385
Samuel Chu *Faculty of Education, The University of Hong Kong, Hong Kong, Hong Kong.ORCID https://orcid.org/0000-0003-1557-2776
Samira HosseiniWriting Lab, Institute for the Future of Education, Tecnologico de Monterrey, Monterrey, Mexico.ORCID https://orcid.org/0000-0001-9190-4782

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

Abstract

backgroundSexual education has become increasingly important as unhealthy sexual practices and subsequent health risks become more prevalent during adolescence. Traditional sex education teaching methodologies are limiting for digital natives exposed to various digital technologies. Harnessing the power of technology applications attractive to the younger generation may be a useful approach for teaching sex education.

objectiveThe aim of this study was to improve sexual health knowledge and understanding of the problems associated with unhealthy sexual practices and address sexual and reproductive health challenges experienced in a low-tech setting.

methodsA participatory design approach was used to develop the digital gamified methodology. A sample of 120 secondary school students aged 11-15 were randomly assigned to either experimental or control group for each of the 3 teaching approaches: (1) gamified instruction (actual serious games [SG] in teaching); (2) gamification (GM; making nongames, such as game-like learning); and (3) traditional teaching (TT) methods.

resultsThe SG and GM approaches were more effective than TT methods in teaching sexual health education. Specifically, the average scores across groups demonstrated an increase of mean scores from the pre- to posttest (25.10 [SD 5.50] versus 75.86 [SD 13.16]; t

conclusionsDigital health technologies (particularly teaching and learning through gamified instruction and other novel approaches) may improve sexual health education. These findings may also be applied by practitioners in health care settings and by researchers wishing to further the development of sex education.

Indexed as

digital generationeducational innovatione-learninggamificationgamified instructionlow-tech settingserious gamingteenage students

Identifiers

PMID34636739
PMCPMC8548970

What OpenQuestion holds

Textmetadata
LicenceCC BY
Read underepoch 390

Registered trials

None linked

Read under generation 80e0d062 · epoch 390. Bibliography from PubMed, PubMed Central and OpenAlex; grants from NIH RePORTER; trial links from ClinicalTrials.gov; estimates, votes and beliefs from the OpenQuestion graph.