A Validation Study: Evaluating the Impact of Gameful Experience on Sexual and Reproductive Health Education amongst Adolescent Boys

Main Article Content

Nazrie Saini
Rosalia Saimon
Razitasham Safii
Jacey-Lynn Minoi

Abstract

Introduction: Gamification-based learning (GBL) approach has the potential to enhance teaching and learning about reproductive and sexual health education (ReReki). There were six games (Let’s X-plore, The Red Zone, Message Card for You, Box & Portal, This & That, and MonoReReki) created in ReReki module with the element of gamification (e.g.: milestones, rules, guides, points, competition). This study aimed to assess the gameful experience (G-EXP) of ReReki among adolescent boys in Sarawak’s Southern region, specifically Kota Samarahan and Serian. Materials and methods: The questionnaire was subjected to a validation process that included content and face validity (n = 5), exploratory factor analysis (EFA, n = 175), confirmatory factor analysis (CFA, n = 165), and internal reliability. Boys between the ages of 13 and 17 who attend schools in Kota Samarahan and Serian participated in this study. This study used the original 65-items by Hogberg GAMEFULQUEST, which is divided into seven domains (accomplishment, challenge, competition, guided, immersion, playfulness, and social experience). Results: The panel experts rated all 35 items and chose six domains in G-EXP questionnaire as “essential” with a minimum 0.99 content validity ratio (CVR). However, the EFA procedure supported only five-factor domains (accomplishment, competition, guidance, playfulness, and social experience) with 32 items. The immersion domain was eliminated. The CFA procedure confirmed only 16 items and five domains, with a model fit of χ2 = 198.00, df = 94, p < 0.001, χ2/df = 2.11, SRMR=0.04, CFI = 0.94 and TLI = 0.93 and RMSEA = 0.08. The Cronbach’s alpha for five constructs varied between 0.72 and 0.91. Conclusion: This study proposed five domains and 16 items to assess the gameful experience of the ReReki module in adolescent boys. To enhance GBL in sexual and reproductive health education, the element of games must include competition, accomplishment, guidance, playfulness, and social experience domains. 

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Saini, N., Saimon, R., Safii, R., & Minoi, J.-L. (2024). A Validation Study: Evaluating the Impact of Gameful Experience on Sexual and Reproductive Health Education amongst Adolescent Boys . Malaysian Journal of Medicine and Health Sciences, 20(4), 152–162. https://doi.org/10.47836/mjmhs20.4.19
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