Evaluating the Effectiveness of Mobile Game-Based Learning for Raising Adolescent Health Awareness: The Case of "AHlam Na 2.0"
Noel P. Caliston

TL;DR
This study demonstrates that a mobile game called AHlam Na significantly improves adolescent health awareness among Filipino students, highlighting the potential of game-based learning for health education.
Contribution
Introduces and evaluates a mobile game-based application, AHlam Na, as an innovative tool for enhancing adolescent health awareness in the Philippines.
Findings
Significant improvement in health knowledge post-intervention
Positive student reception of the game-based approach
Potential for integration into school health curricula
Abstract
This study addresses a critical gap in adolescent health education strategies in the Philippines, as highlighted by the Young Adult Fertility and Sexuality (YAFS) survey series, which overlooks the use of games as a medium for disseminating health information. To bridge this gap, the research introduces AHlam Na, a game-based mobile application designed to enhance adolescents' awareness and understanding of key health-related topics. Using a single-group pretest-posttest design, the study involved forty junior high school students from a randomly selected school in the Philippines. They interacted with the application that embedded adolescent health topics into its gameplay. Data collected through pretest and post-test surveys revealed a significant improvement in the student's knowledge and attitudes toward adolescent health after engaging in the game, indicating that game-based…
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Taxonomy
TopicsEducational Methods and Impacts
