Peer-reviewed article
Effect of Gamified Electronic Application on Selected Outcomes among School Age Children with Asthma
Samar Sobhi Abd Elkheir, Randa Hamdi Abdelfattah ·
Summary
Written by AI, not yet AICS's view ·Key points
Limitations
Abstract
Background: Gamification is receiving attention because of its apparent benefits andusefulness, particularly in the context of chronic illness and patient self-management on adaily basis. Children with asthma benefit from game-based learning in terms of knowledgeacquisition, skill development, self-care engagement, and motivation. Aim the study aimed toevaluate the effect of gamified electronic application on selected outcomes among school agechildren with asthma. A quasi-experimental one group pretest-posttest research design wasutilized. Setting: The study was conducted in the pediatric chest outpatient clinic at CairoUniversity Specialized Pediatric Hospital. Sample: a purposive sample of 60 children withasthma was participated in the study. Data collection tools: a structured demographicinterview sheet, asthma knowledge questionnaire and childhood asthma control test. Results:after implementing gamified electronic application all of asthmatic children have satisfactorylevel of knowledge in posttest compared to no child in the pretest. Less than two third ofasthmatic children properly control asthma in posttest compared to all children were poorlycontrolled in the pretest. There were highly statistical significant difference was foundbetween total asthma control test scores and total knowledge scores of asthmatic children inpre and posttest. Conclusion: gamified electronic application is a feasible, acceptable andeffective method in health education and management for school age children with asthma asit has a positive effect on improving the children’s knowledge and improves asthma control.Recommendation: Integration of the gamified electronic application for school age childrenwith asthma and incorporated into follow up plan to get the best outcomes for children.