Araştırma Makalesi
BibTex RIS Kaynak Göster

HEALTH EDUCATION: TOWARDS THE AGE OF THE METAVERSE, HEALTH LITERACY GAME

Yıl 2024, , 43 - 49, 15.02.2024
https://doi.org/10.26650/JARHS2023-1308357

Öz

Objective: The World Health Organization recommends people engage in settings where they can actively engage and take advantage of novel ideas and approaches in education to enhance their health literacy. Gamified systems are one of them. Also, The Metaverse concept has become widely popular, particularly amid the pandemic, as individuals resorted to virtual platforms for tasks such as work, education, shopping, and other pursuits. The opportunities presented by Metaverse are thrilling for both education and gamification, and they similarly apply to the improvement of health literacy. In this context, the present study was conducted to examine the effects of individuals with different demographic characteristics receiving education on health literacy in a game.

Material and Method: This study is a pre-test, post-test quasi-experimental study. Individuals over the age of 18 were included in the study with the convenience sampling method (n=199). A pre-test was given via Google Forms, and post-test data was obtained from a game.

Results: A statistically significant difference was detected between participants’ post-test and pre-test scores (p<0.001). The findings revealed that the participant’s level of education and age caused differences in the post-test scores (p<0.001). Finally, a statistically significant correlation was detected between body mass index (BMI) and post-test scores (p<0.001).

Conclusion: This study demonstrates that a game-based approach improves health literacy. The impact of the game varies across age groups and educational levels, indicating a need for customized strategies. A negative correlation between post-test scores and BMI suggests a potential link between health literacy and health outcomes.

Kaynakça

  • Kickbusch I, Pelikan JM, Apfel F, Tsouros AD. Health literacy: the solid facts. Copenhagen: World Health Organization Regional Office for Europe, 2013. https://www.who.int/europe/publications/i/ item/9789289000154 google scholar
  • Deterding S, Khaled R, Nacke LE, Dixon D. Gamification: Toward a definition. In: CHI 2011 Gamification Workshop Proceedings, May 2011, Vancouver BC, Canada, http://gamification-research.org/ wp-content/uploads/2011/04/02-Deterding-Khaled-Nacke-Dixon. pdf google scholar
  • Sardi L, Idri A, Fernândez-Alemân JL. A systematic review of gamification in e-Health. J Biomed Inform 2017;71:31-48. google scholar
  • Palmer D, Lunceford S, Patton AJ. The engagement economy: how gamification is reshaping businesses. Deloitte Review 2012;11:52-69. google scholar
  • Alahaivala T, Oinas-Kukkonen H. Understanding persuasion contexts in health gamification: A systematic analysis of gamified health behavior change support systems literature. Int J Med Inform 2016;96:62-70. google scholar
  • Charlier N, Zupancic N, Fieuws S, Denhaerynck K, Zaman B, Moons P. Serious games for improving knowledge and self-management in young people with chronic conditions: a systematic review and meta analysis. J Am Med Inform Assoc 2015;23(1):230-9. google scholar
  • Lau HM, Smit JH, Fleming TM, Riper H. Serious games for mental health: are they accessible, feasible, and effective? A systematic review and meta analysis. Front Psychiatr 2017;7:209-13. google scholar
  • Johnson D, Deterding S, Kuhn KA, Staneva A, Stoyanov S, Hides L. Gamification for health and wellbeing: A systematic review of the literature. Internet Interv 2016;6:89-106. google scholar
  • Davaris MT, Bunzli S, Dowsey MM, Choong PF. Gamifying health literacy: how can digital technology optimize patient outcomes in surgery? ANZ J Surg 2021;91(10):2008-13. google scholar
  • Bozbuğa N. Tıp alanında inovasyon ve telesağlık. In: Tezan B, Dijital Psikiyatri. 1. Baskı. Ankara: Türkiye Klinikleri; 2022, p. 1-6. google scholar
  • Joshua J. Information Bodies: Computational Anxiety in Neal Stephenson’s Snow Crash. Interdiscip Lit Stud 2017;19(1):17-47. google scholar
  • Jaynes C, Seales WB, Calvert K, Fei Z, Griffioen J. The Metaverse: a networked collection of inexpensive, self-configuring, immersive environments. In: Kunz A, Proceedings of the workshop on Virtual environments 2003. Association for Computing Machinery, New York, USA. 2003:115-24. google scholar
  • Van der Merwe D. The metaverse as virtual heterotopia. In 3rd World Conference on Research in Social Sciences. October 2021. doi.org/10.33422/3rd.socialsciencesconf.2021.10.61 google scholar
  • Schoenfeld AH. Learning to think mathematically: Problem solving, metacognition, and sense making in mathematics (Reprint). J Educ 2016;196(2):1-38. google scholar
  • Mystakidis S. Metaverse. Encyclopedia 2022;2(1);486-97. google scholar
  • Park S, Kim S. Identifying World Types to Deliver Gameful Experiences for Sustainable Learning in the Metaverse. Sustainability 2022;14(3):1361. google scholar
  • Butt AL, Kardong-Edgren S, Ellertson A. Using game-based virtual reality with haptics for skill acquisition. Clin Simul Nurs 2018;16:25-32. google scholar
  • Logishetty K, Rudran B, Cobb JP. Virtual reality training improves trainee performance in total hip arthroplasty: a randomized controlled trial. Bone Joint J 2019:101(12);1585-92. google scholar
  • Mystakidis S, Christopoulos A, Pellas N. A systematic mapping review of augmented reality applications to support STEM learning in higher education. Educ Inf Technol 2021;27(2):1883-927. google scholar
  • Stokel-Walker C. Facebook is now Meta-but why, and what even is the metaverse? New Sci 2021;252(3359):12. google scholar
  • Milanesi M, Guercini S, Runfola A. Let’s play! Gamification as a marketing tool to deliver a digital luxury experience. Electronic Commerce Res 2022;23:2135-52. google scholar
  • Kutbay E, Bozbuğa N. Health Education: Gamification, Health Literacy, and New Era; Metaverse. In: Bozbuğa N, Gülseçen S, editors. Tıp Bilişimi II. İstanbul; İstanbul Üniversitesi Yayınevi, 2022. p. 225-45. doi: 10.26650/B/ET07.2022.012.13. google scholar
  • Creswell JW. Qualitative Inquiry & Research Design. Third Edition. California; Thousand Oaks, 2013. google scholar
  • Qi S, Hua F, Xu S, Zhou Z, Liu F. Trends of global health literacy research (1995-2020): Analysis of mapping knowledge domains based on citation data mining. PLoS One 2021;16(8); e0254988. google scholar
  • Friis K, Lasgaard M, Rowlands G, Osborne RH, Maindal HT. Health literacy mediates the relationship between educational attainment and health behavior: a Danish population-based study. J Health Commun 2016;21(2):54-60. google scholar
  • Toçi E, Burazeri G, Kamberi H, Toçi D, Roshi E, Jerliu N, et al. Health literacy and body mass index: a population-based study in a South-Eastern European country. J Public Health 2021;43(1):123-30. google scholar

SAĞLIK EĞİTİMİ: METAVERSE ÇAĞINA DOĞRU, SAĞLIK OKURYAZARLIĞI OYUNU

Yıl 2024, , 43 - 49, 15.02.2024
https://doi.org/10.26650/JARHS2023-1308357

Öz

Amaç: Dünya Sağlık Örgütü, insanların sağlık okuryazarlıklarını artırmak için yeni fikirlerden ve yaklaşımlardan faydalanabilecekleri kapsayıcı eğitim ortamlarında aktif olarak yer almalarını önermektedir. Bu yaklaşımlara örnek olarak, oyunlaştırılmış sistemler gösterilebilir. Öte yandan, özellikle pandemi döneminde insanlar iş, eğitim, alışveriş ve diğer uğraşlar için sanal platformlara başvurduğundan, Metaverse kavramı geniş çapta popüler hale gelmiştir. Metaverse tarafından sunulan fırsatlar, eğitim ve oyunlaştırma için heyecan verici olmanın yanı sıra, sağlık okuryazarlığının geliştirilmesinde de benzer şekilde geçerlidir. Bu bağlamda, ilgili çalışma farklı demografik özelliklerdeki bireylerin sağlık okuryazarlığı konusunda eğitim aldıkları oyundaki etkilerini belirlemek için yapılmıştır.

Gereç ve Yöntem: Çalışma ön-test, son-test yarı deneysel bir çalışmadır. Çalışmaya 18 yaş üstü bireyler uygun örnekleme yöntemi ile dahil edilmiştir (n=199). Ön-test Google form aracılığıyla verilip son-test oyun içerisinde verilmiştir.

Bulgular: Araştırma katılımcılarının sağlık okuryazarlığı oyunu sonrasında post-test skorlarında ön-test skorlarına oranla istatistiksel olarak fark tespit edildi (p<0,001). Katılımcıların eğitim seviyelerinin ve yaşlarının sontest sonucu elde ettikleri skorlarda farklılıklara sebep olduğu bulundu (p<0,001). Son olarak da vücut kitle indeksi ile son-test skorları arasında istatiksel olarak anlamlı bir korelayson tespit edildi (p<0,001).

Sonuç: Bu çalışma, oyun temelli bir yaklaşımın sağlık okuryazarlığını geliştirmedeki etkinliğini göstermektedir, önemli ölçüde post-test gelişmeleri belirlenmiştir. Oyunun etkisi, yaş grupları ve eğitim seviyeleri arasında değişiklik gösterir, bu da özelleştirilmiş stratejilere ihtiyaç olduğunu gösterir. Post-test puanları ile BMI arasındaki negatif korelasyon, sağlık okuryazarlığı ile sağlık sonuçları arasında potansiyel bir bağlantıyı önermektedir.

Teşekkür

Yayındaki ilgili Sağlık Okuryazarlığı oyununun geliştirilmesinde büyük katkılarından dolayı Mustafa Ozan Şindi'ye teşekkürlerimizi sunarız.

Kaynakça

  • Kickbusch I, Pelikan JM, Apfel F, Tsouros AD. Health literacy: the solid facts. Copenhagen: World Health Organization Regional Office for Europe, 2013. https://www.who.int/europe/publications/i/ item/9789289000154 google scholar
  • Deterding S, Khaled R, Nacke LE, Dixon D. Gamification: Toward a definition. In: CHI 2011 Gamification Workshop Proceedings, May 2011, Vancouver BC, Canada, http://gamification-research.org/ wp-content/uploads/2011/04/02-Deterding-Khaled-Nacke-Dixon. pdf google scholar
  • Sardi L, Idri A, Fernândez-Alemân JL. A systematic review of gamification in e-Health. J Biomed Inform 2017;71:31-48. google scholar
  • Palmer D, Lunceford S, Patton AJ. The engagement economy: how gamification is reshaping businesses. Deloitte Review 2012;11:52-69. google scholar
  • Alahaivala T, Oinas-Kukkonen H. Understanding persuasion contexts in health gamification: A systematic analysis of gamified health behavior change support systems literature. Int J Med Inform 2016;96:62-70. google scholar
  • Charlier N, Zupancic N, Fieuws S, Denhaerynck K, Zaman B, Moons P. Serious games for improving knowledge and self-management in young people with chronic conditions: a systematic review and meta analysis. J Am Med Inform Assoc 2015;23(1):230-9. google scholar
  • Lau HM, Smit JH, Fleming TM, Riper H. Serious games for mental health: are they accessible, feasible, and effective? A systematic review and meta analysis. Front Psychiatr 2017;7:209-13. google scholar
  • Johnson D, Deterding S, Kuhn KA, Staneva A, Stoyanov S, Hides L. Gamification for health and wellbeing: A systematic review of the literature. Internet Interv 2016;6:89-106. google scholar
  • Davaris MT, Bunzli S, Dowsey MM, Choong PF. Gamifying health literacy: how can digital technology optimize patient outcomes in surgery? ANZ J Surg 2021;91(10):2008-13. google scholar
  • Bozbuğa N. Tıp alanında inovasyon ve telesağlık. In: Tezan B, Dijital Psikiyatri. 1. Baskı. Ankara: Türkiye Klinikleri; 2022, p. 1-6. google scholar
  • Joshua J. Information Bodies: Computational Anxiety in Neal Stephenson’s Snow Crash. Interdiscip Lit Stud 2017;19(1):17-47. google scholar
  • Jaynes C, Seales WB, Calvert K, Fei Z, Griffioen J. The Metaverse: a networked collection of inexpensive, self-configuring, immersive environments. In: Kunz A, Proceedings of the workshop on Virtual environments 2003. Association for Computing Machinery, New York, USA. 2003:115-24. google scholar
  • Van der Merwe D. The metaverse as virtual heterotopia. In 3rd World Conference on Research in Social Sciences. October 2021. doi.org/10.33422/3rd.socialsciencesconf.2021.10.61 google scholar
  • Schoenfeld AH. Learning to think mathematically: Problem solving, metacognition, and sense making in mathematics (Reprint). J Educ 2016;196(2):1-38. google scholar
  • Mystakidis S. Metaverse. Encyclopedia 2022;2(1);486-97. google scholar
  • Park S, Kim S. Identifying World Types to Deliver Gameful Experiences for Sustainable Learning in the Metaverse. Sustainability 2022;14(3):1361. google scholar
  • Butt AL, Kardong-Edgren S, Ellertson A. Using game-based virtual reality with haptics for skill acquisition. Clin Simul Nurs 2018;16:25-32. google scholar
  • Logishetty K, Rudran B, Cobb JP. Virtual reality training improves trainee performance in total hip arthroplasty: a randomized controlled trial. Bone Joint J 2019:101(12);1585-92. google scholar
  • Mystakidis S, Christopoulos A, Pellas N. A systematic mapping review of augmented reality applications to support STEM learning in higher education. Educ Inf Technol 2021;27(2):1883-927. google scholar
  • Stokel-Walker C. Facebook is now Meta-but why, and what even is the metaverse? New Sci 2021;252(3359):12. google scholar
  • Milanesi M, Guercini S, Runfola A. Let’s play! Gamification as a marketing tool to deliver a digital luxury experience. Electronic Commerce Res 2022;23:2135-52. google scholar
  • Kutbay E, Bozbuğa N. Health Education: Gamification, Health Literacy, and New Era; Metaverse. In: Bozbuğa N, Gülseçen S, editors. Tıp Bilişimi II. İstanbul; İstanbul Üniversitesi Yayınevi, 2022. p. 225-45. doi: 10.26650/B/ET07.2022.012.13. google scholar
  • Creswell JW. Qualitative Inquiry & Research Design. Third Edition. California; Thousand Oaks, 2013. google scholar
  • Qi S, Hua F, Xu S, Zhou Z, Liu F. Trends of global health literacy research (1995-2020): Analysis of mapping knowledge domains based on citation data mining. PLoS One 2021;16(8); e0254988. google scholar
  • Friis K, Lasgaard M, Rowlands G, Osborne RH, Maindal HT. Health literacy mediates the relationship between educational attainment and health behavior: a Danish population-based study. J Health Commun 2016;21(2):54-60. google scholar
  • Toçi E, Burazeri G, Kamberi H, Toçi D, Roshi E, Jerliu N, et al. Health literacy and body mass index: a population-based study in a South-Eastern European country. J Public Health 2021;43(1):123-30. google scholar
Toplam 26 adet kaynakça vardır.

Ayrıntılar

Birincil Dil İngilizce
Konular Koruyucu Sağlık Hizmetleri
Bölüm Araştırma Makaleleri
Yazarlar

Ekrem Kutbay 0000-0002-9451-3282

Nilgün Bozbuğa 0000-0002-4401-5250

Sevinç Gülseçen 0000-0001-8537-7111

Yayımlanma Tarihi 15 Şubat 2024
Gönderilme Tarihi 6 Haziran 2023
Yayımlandığı Sayı Yıl 2024

Kaynak Göster

MLA Kutbay, Ekrem vd. “HEALTH EDUCATION: TOWARDS THE AGE OF THE METAVERSE, HEALTH LITERACY GAME”. Sağlık Bilimlerinde İleri Araştırmalar Dergisi, c. 7, sy. 1, 2024, ss. 43-49, doi:10.26650/JARHS2023-1308357.