Login / Signup

Gamifying Sexual Education for Adolescents in a Low-Tech Setting: Quasi-Experimental Design Study.

Hussein HarunaKingsley OkoyeZamzami ZainuddinXiao HuSamuel K W ChuSamira Hosseini
Published in: JMIR serious games (2021)
Digital health technologies (particularly teaching and learning through gamified instruction and other novel approaches) may improve sexual health education. These findings may also be applied by practitioners in health care settings and by researchers wishing to further the development of sex education.
Keyphrases
  • healthcare
  • quality improvement
  • young adults
  • mental health
  • public health
  • primary care
  • physical activity
  • general practice