The effect of gamification on antimicrobial resistance knowledge and its relation to dentistry in Saudi Arabia

Authors
Category Primary study
Registry of TrialsISRCTN registry
Year 2019
INTERVENTION: Intervention group: Participants in the study played (The Chancellor) board game, which is a custom‐made educational board game. The game went to three rounds of pilot to tests until the final version to be used in the study. The game is between two players who try to finish ten steps in the gameboard before the opponent. The game composed of one board game, two piles of flashcards, two different pawns for each player, and a dice to decide who play first. At each turn, a player tries to move one step forward and the opponent tries to stop her to move by drawing a flashcard that contains a question about AMR, extra information about AMR, and/or funny challenge. The funny challenge is a request to do a specific task in each card such as saying the same information about AMR in a different accent or saying the information while the player holding his nose. If the player wins the challenge, she can move forward, otherwise, she stays at her place waiting for another turn. Each game takes around 20‐30 minutes. Participants played the games in multiple sets of two players at the same time. For more detail about the game, you can contact the study authors. During the intervention, the game was supervised by the research team to explain and facilitate playing. Control group: The control group received a lecture titled “Antimicrobial resistanceâ€?. Composed of powerpoint presentation delivered by one of the research team in the Arabic Language. The content was the same as the intervention. The lecture was given in 20 minutes. Randomization: Randomization was conducted using simple randomization process of previously shuffled sealed envelopes by equal allocation ratio, using pieces of paper in a bowl, so each participant picked a piece randomly so she could be allocated with 50% chance into two comparative groups. To fulfil concealment of allocation, the sealed envelopes were opaqu CONDITION: Knowledge of antimicrobial resistance ; Not Applicable PRIMARY OUTCOME: ; Total knowledge score of antimicrobial resistance at baseline, post‐intervention, and one month; SECONDARY OUTCOME: Participants opinion about the gamification as a method to improve awareness measured using a bespoke questionnaire after participation INCLUSION CRITERIA: 1. Arabic speakers 2. Older than 18 years 3. Agree to participant in the intervention and answer all the questionnaires. All participants who did not agree to sign the consent form were excluded from the study
Epistemonikos ID: 9d687167bd1008e049a0046743f39b6471064d94
First added on: Aug 24, 2024