Integrating digital games for teenage mental health education in classroom teaching
Integrating digital games for teenage mental health education in classroom teaching
Integrating digital games for teenage mental health education in classroom teaching
Joseph Kizito Bada, Abima Bonface, Elizabeth Asianzu, Maria Miiro Kafuko, Fatuma Nakawoya
Abstract
"This study was on the development and integration of digital games for mental health education in secondary schools. Mental health challenges are becoming common among the youthful population due to substance and drug abuse and depression. A team of 5 researchers and 10 secondary school teachers jointly designed a digital game for teaching and learning mental health lessons in schools. The game prototype was tested and implemented in 5 secondary schools in a period of six weeks. A total of 218 students used the games to take mental health lessons. Game- based learning was evaluated using a questionnaire with five measurements on a Likert scale. The results indicate that the learning process was supported by the students’ experience of using digital games and their conscious attention when participating in game-based lessons. The adjusted r square value was 22.5%. Digital game-based learning is an effective tool for teenage mental health education in secondary schools."
Reference
Bada, J. K., Bonface, A., Asianzu, E., Kafuko, M. M., & Nakawoya, F. (2023). Integrating digital games for teenage mental health education in classroom teaching. International Journal of Education and Development using Information and Communication Technology, 19(3), 279–301. https://openurl.ebsco.com/EPDB%3Agcd%3A1%3A22417233/detailv2?sid=ebsco%3Aplink%3Ascholar&id=ebsco%3Agcd%3A174633425&crl=c
Keywords
Digital Games, Mental Health, Education