Effectiveness of Board Game on Improving Elementary School Students' Infection Control
NCT06402227 · Status: COMPLETED · Phase: NA · Type: INTERVENTIONAL · Enrollment: 310
Last updated 2024-05-07
Summary
The goal of this clinical trial is to learn if board game can improve elementary school students' infection control intentions. The investigators use the theory of planned behavior (TPB), which includes three main factors: attitude, subjective norm, and perceived behavioral control. The main questions it aims to answer are:
1. Exploring the factors influencing children's behavioral intentions of infection control through theory of planned behavior?
2. The effectiveness of board game on improving children's knowledge and behavioral intentions of infection control?
Researchers will compare gamified instruction to conventional lesson lecture to see if the former has better results.
Students who participated in filled out the questionnaire three times, each time taking about 15 to 20 minutes: before the intervention, after the intervention, and after a one-month delay. The students' legal representatives filled out a basic demographic questionnaire before intervention, which took about 5 minutes.
After a one-month delay, two groups of students were asked to filled out the post-test questionnaire again. Then, students in the control group were invited to participate in a board game and asked which teaching method they preferred (gamified instruction or conventional lesson lecture).
Conditions
- Knowledge of Infection Control
- Attitude of Infection Control
- Behavioral Intentions of Infection Control
Interventions
- OTHER
-
gamified instruction
At the beginning, the speaker played the role of a laboratory rescue team, narrated the background story of the board game, and led the children into the game situation. Then, the speaker explained four types of pathogens, which the investigators defined them according to different types of transmission, including droplets, airborne, blood or body fluids, and fecal-oral. The speaker explained their characteristics and key points, representative diseases in real life, corresponding prevention methods and so on. The lecture lasted for 15 minutes, then the children were divided into different groups to play the board game for about 20 minutes. During the game, students were required to collect "Prevention Method Cards" made by the research team. Students must perform the correct behavior of infection control or answer questions related to the class content in order to obtain the card and win.
- OTHER
-
conventional lesson lecture
The lecture was about 35 minutes. At the beginning, the speaker explained the terms to children, including infectious diseases, symptoms and pathogens. Next, the speaker introduced the components of the infection chain and how to make infection control behaviors for different parts of it. Then the speaker focused on the four types of transmission, including droplets, airborne, blood or body fluids, and fecal-oral. The speaker illustrated their characteristics and key points, representative diseases in real life, and corresponding prevention methods. In the end, the speaker led the students to practice infection control behaviors, such as the seven correct steps of washing hands, the right steps for wearing and taking off masks, and exercises that can be done to increase immunity.
Sponsors & Collaborators
-
National Science and Technology Council
collaborator FED -
HU, HUEY-LAN
lead OTHER
Principal Investigators
-
HUEY-LAN HU, professor · National Yang Ming Chiao Tung University
Study Design
- Allocation
- RANDOMIZED
- Purpose
- OTHER
- Masking
- SINGLE
- Model
- CROSSOVER
Eligibility
- Min Age
- 10 Years
- Max Age
- 13 Years
- Sex
- ALL
- Healthy Volunteers
- Yes
Timeline & Regulatory
- Start
- 2023-11-01
- Primary Completion
- 2024-03-30
- Completion
- 2024-03-30
Countries
- Taiwan
Study Locations
More Related Trials
-
Efficacy of Mountain Craft Training at Enhancing the Resilience and Physio-psychological Well-being of Children From Low-income Families
NCT06286787 ·Status: RECRUITING ·Phase: NA
-
Games & Well-Being Study
NCT01886911 ·Status: COMPLETED ·Phase: NA
-
Game Intervention for Resilience
NCT07235696 ·Status: RECRUITING ·Phase: NA
-
Effects of Mindfulness-based Interventions on Improving Teacher Wellbeing and Teaching Outcomes: A Multi-site, Mixed-methods Randomized Controlled Study
NCT06926361 ·Status: RECRUITING ·Phase: NA
-
Teacher-led MHL Education in Japanese Preteens
NCT07116707 ·Status: COMPLETED ·Phase: NA
-
A Cognitive Behavioral Therapy Intervention for Internet Gaming Disorder
NCT04257890 ·Status: UNKNOWN ·Phase: NA
-
Efficacy of Mindfulness-based Training for Teachers and Young Children for Social Emotional and Ethical Development (SEED)
NCT06820619 ·Status: COMPLETED ·Phase: NA
-
Study on the Intervention of Mindfulness-integrated Volleyball Course
NCT06600373 ·Status: COMPLETED ·Phase: NA
-
Guided Narrative Technique After Coronavirus Outbreak Influencing Positive and Negative Emotions and Cognition for Children--A Randomized Controlled Trial
NCT06708442 ·Status: COMPLETED ·Phase: NA
-
A Study of Activity Leader to Forest Therapy Campaign in Different Environments Targets on the Participants Which Had Been Infected by SARS-COV-2
NCT06601920 ·Status: COMPLETED ·Phase: NA
-
Pediatric Anxiety Intervention With an Entertaining Video Game: Feasibility Study
NCT02713425 ·Status: COMPLETED ·Phase: NA
-
Applying Short-term Interactive Video Games on Community Patients With Mental Disorders
NCT04346303 ·Status: UNKNOWN ·Phase: NA
-
Impact of a Mindfulness-based Intervention on Well-being and Mental Health of Elementary School Children
NCT06346002 ·Status: COMPLETED ·Phase: NA
-
Effectiveness of Online Mindfulness Platform in Improving Anxiety, Depression, and Stress in Adult
NCT06613529 ·Status: COMPLETED ·Phase: NA
-
The Effect of Mindfulness-Based Tai Chi Chuan on Mobile Phone Addiction Among Male College Students is Associated With Executive Functions
NCT06837649 ·Status: COMPLETED ·Phase: NA
-
Effectiveness of a Mindfulness and Digital Technology Program for Healthy Aging (MMP-DTLA)
NCT07025655 ·Status: NOT_YET_RECRUITING ·Phase: NA
-
Usability Evaluation of a Mindfulness-based Serious Game
NCT06522425 ·Status: COMPLETED ·Phase: NA
-
Effect of the Nintendo Ring Fit Adventure Exergame on Running Completion Time
NCT05227040 ·Status: COMPLETED ·Phase: NA
-
A VR Intervention for Promoting Prosocial Behavior and Well-being in Youth
NCT06454851 ·Status: NOT_YET_RECRUITING ·Phase: NA
-
Testing a Shortened Version of the AlAn's Game
NCT03834467 ·Status: COMPLETED ·Phase: NA
-
In-Person vs e-Health Mindfulness-Based Intervention for Adolescents With Chronic Illness
NCT03067207 ·Status: COMPLETED ·Phase: NA
-
Design of a Sensory Integration Intervention Program
NCT07149051 ·Status: COMPLETED ·Phase: NA
-
Effects of Mindfulness and Yoga on Preschool Students' Emotional Regulation, Behavior, and Social Participation
NCT06561373 ·Status: NOT_YET_RECRUITING ·Phase: NA
-
School-Based Intervention to Enhance Resilience and Stress Coping in Rural Chinese Adolescents
NCT07115186 ·Status: RECRUITING ·Phase: NA
-
Caregiver Mind-Mindedness Training to Alleviate Social Anxiety in Children
NCT06657014 ·Status: NOT_YET_RECRUITING ·Phase: NA