A Gamified Approach To Burn Education And Prevention Among Youth: The Randomized Controlled Study "Burn Game"
A Gamified Approach To Burn Education And Prevention Among Youth: The Randomized Controlled Study "Burn Game"
The goal of this clinical trial is to evaluate whether different educational strategies can improve knowledge acquisition regarding burn prevention and first aid among students enrolled in a community-based preparatory course. The main questions it aims to answer are:
Does participation in a serious digital game improve knowledge about burn prevention and first aid compared with a traditional lecture? Researchers will compare a serious digital game with a face-to-face educational lecture to determine differences in knowledge acquisition and participant satisfaction between the two educational approaches.
Participants will:
Receive a brief (5 minutes) standardized introductory explanation about basic concepts of burns; Be randomized to participate in either a serious digital game or a face-to-face educational lecture; Complete knowledge assessment questionnaires prior to and after the intervention; Complete a satisfaction questionnaire; Attend a follow-up assessment two weeks after the intervention.
This study is a randomized, single-blind, behavioral and educational intervention with two parallel arms designed to evaluate different educational strategies for burn prevention and first aid.
All participants will initially receive a brief (5 minutes) standardized introductory session covering basic concepts related to burns, including definition, common causes, prevention strategies, and first-aid measures. This introductory explanation is intended to ensure that all participants have a minimum and uniform baseline understanding of the topic prior to the intervention.
After this initial session, participants will be randomly allocated to one of two intervention groups.
Participants allocated to the serious digital game group will receive a 5-minute familiarization period with the digital platform, followed by 25 minutes of gameplay. The serious game presents educational content and questions related to burn prevention and first aid through virtual avatars, requiring participants to consult in-game educational materials before answering questions. Performance is recorded automatically by the game system.
Participants allocated to the face-to-face educational lecture group will attend an in-person lecture lasting approximately 30 minutes. The lecture will address types of burns, etiology, prevention measures, and basic first-aid management in primary health care.
Knowledge acquisition will be assessed using structured multiple-choice questionnaires administered prior to and after the intervention. Participant satisfaction will also be evaluated using a Likert-scale questionnaire. A follow-up assessment will be conducted two weeks after the intervention to evaluate knowledge retention.
Outcome assessment will be performed by an evaluator blinded to group allocation. Sociodemographic variables, including age, sex, and socioeconomic status, will be collected.
Inclusion Criteria:
Exclusion Criteria: