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Student Project: Gamification to improve oral health knowledge, attitudes and behaviours among older adults : a community-based intervention study

TitleGamification to improve oral health knowledge, attitudes and behaviours among older adults : a community-based intervention study
Authors
Issue Date2024
PublisherThe University of Hong Kong (Pokfulam, Hong Kong)
Citation
Chan, Y. L., Fung, K. C., Hui, P. Y., Law, M. S., Lee, Y. K., Leung, C. Y., Leung, P. Y., Luk, N. M. M., Pang, T. H. H., Sze, K. Y.. (2024). Gamification to improve oral health knowledge, attitudes and behaviours among older adults : a community-based intervention study. (Thesis). University of Hong Kong, Pokfulam, Hong Kong SAR.
AbstractBackground: Hong Kong is a major aging society, and older people have the worst oral health in the Hong Kong community. Health promotion is key to improving their oral health, but to date has had limited success. Gamification is a novel oral health promotion approach with promising evidence of effectiveness in general health promotion. Objectives: Our community health project aimed to determine the effectiveness of gamification oral health promotion compared to conventional oral health promotion in terms of oral health knowledge, attitude and behaviour among older community dwelling individuals in Hong Kong. Methods: A case control community based oral health promotion (OHP) intervention was conducted at six elderly centres across Hong Kong. The case (test) centres received a gamification OHP intervention and the control centres received a conventional OHP intervention. Intra- and inter-group oral health knowledge, attitude and behaviour were determined. Intra-group differences were assessed using paired t-test. Inter-group differences were assessed using independent t-test. Effect size was also calculated and compared. Results: The response rate was 81.3% (91/112) and the response rate was similar between test and control centres (P > 0.05). There were significant intra-group differences in oral health knowledge score for both test and control groups (both P<0.05). There were no significant inter-group differences in oral health knowledge (P>0.05), however, effect size change was larger in the test group than the control group (ES 0.7 vs 0.5). There were no significant intra- and inter-group differences in oral health attitude score (P>0.05). There were no significant intra- and inter-group differences in oral health behaviour score (P>0.05). Conclusions: Both conventional oral health promotion and gamification promotion were effective in terms of changing oral health knowledge. The effect size changes were somewhat larger for gamification approach compared to conventional oral health promotion approach, suggesting that this is preferable. Further testing of gamification oral health promotion initiative is warranted, and in particular to explore its effectiveness in changing oral health attitudes and behaviours.
SubjectOlder people - Dental care - China - Hong Kong
Dental health education - China - Hong Kong
Persistent Identifierhttp://hdl.handle.net/10722/351680
Series/Report no.Community health project (University of Hong Kong. Faculty of Dentistry) ; vno. 252.
Report series (University of Hong Kong. Faculty of Dentistry) ; no. 252.

 

DC FieldValueLanguage
dc.contributor.authorChan, Yee Lam-
dc.contributor.authorFung, Ka Chun-
dc.contributor.authorHui, Pak Yung-
dc.contributor.authorLaw, Ming Sze-
dc.contributor.authorLee, Yuk Kwan-
dc.contributor.authorLeung, Chi Yan-
dc.contributor.authorLeung, Pok Yin-
dc.contributor.authorLuk, Ngai Ming Maisie-
dc.contributor.authorPang, Tsz Him Humphrey-
dc.contributor.authorSze, Kit Ying-
dc.date.accessioned2024-11-21T08:05:21Z-
dc.date.available2024-11-21T08:05:21Z-
dc.date.issued2024-
dc.identifier.citationChan, Y. L., Fung, K. C., Hui, P. Y., Law, M. S., Lee, Y. K., Leung, C. Y., Leung, P. Y., Luk, N. M. M., Pang, T. H. H., Sze, K. Y.. (2024). Gamification to improve oral health knowledge, attitudes and behaviours among older adults : a community-based intervention study. (Thesis). University of Hong Kong, Pokfulam, Hong Kong SAR.-
dc.identifier.urihttp://hdl.handle.net/10722/351680-
dc.description.abstractBackground: Hong Kong is a major aging society, and older people have the worst oral health in the Hong Kong community. Health promotion is key to improving their oral health, but to date has had limited success. Gamification is a novel oral health promotion approach with promising evidence of effectiveness in general health promotion. Objectives: Our community health project aimed to determine the effectiveness of gamification oral health promotion compared to conventional oral health promotion in terms of oral health knowledge, attitude and behaviour among older community dwelling individuals in Hong Kong. Methods: A case control community based oral health promotion (OHP) intervention was conducted at six elderly centres across Hong Kong. The case (test) centres received a gamification OHP intervention and the control centres received a conventional OHP intervention. Intra- and inter-group oral health knowledge, attitude and behaviour were determined. Intra-group differences were assessed using paired t-test. Inter-group differences were assessed using independent t-test. Effect size was also calculated and compared. Results: The response rate was 81.3% (91/112) and the response rate was similar between test and control centres (P > 0.05). There were significant intra-group differences in oral health knowledge score for both test and control groups (both P<0.05). There were no significant inter-group differences in oral health knowledge (P>0.05), however, effect size change was larger in the test group than the control group (ES 0.7 vs 0.5). There were no significant intra- and inter-group differences in oral health attitude score (P>0.05). There were no significant intra- and inter-group differences in oral health behaviour score (P>0.05). Conclusions: Both conventional oral health promotion and gamification promotion were effective in terms of changing oral health knowledge. The effect size changes were somewhat larger for gamification approach compared to conventional oral health promotion approach, suggesting that this is preferable. Further testing of gamification oral health promotion initiative is warranted, and in particular to explore its effectiveness in changing oral health attitudes and behaviours. -
dc.languageeng-
dc.publisherThe University of Hong Kong (Pokfulam, Hong Kong)-
dc.relation.ispartofCommunity Health Project-
dc.relation.ispartofseriesCommunity health project (University of Hong Kong. Faculty of Dentistry) ; vno. 252.-
dc.relation.ispartofseriesReport series (University of Hong Kong. Faculty of Dentistry) ; no. 252.-
dc.rightsThe author retains all proprietary rights, (such as patent rights) and the right to use in future works.-
dc.rightsThis work is licensed under a Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License.-
dc.subject.lcshOlder people - Dental care - China - Hong Kong-
dc.subject.lcshDental health education - China - Hong Kong-
dc.titleGamification to improve oral health knowledge, attitudes and behaviours among older adults : a community-based intervention study-
dc.typeStudent_Project-
dc.description.naturepublished_or_final_version-
dc.identifier.mmsid991044870010403414-

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