Search Articles

View query in Help articles search

Search Results (1 to 1 of 1 Results)

Download search results: CSV END BibTex RIS


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

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

According to Chu et al [15], gamified learning is effective because knowledge is acquired in a safe, nonrisk (simulated) environment. Gamified learning offers students the opportunity to experiment in their learning, play, apply decision-making skills, and test scenarios without negative consequences.

Hussein Haruna, Kingsley Okoye, Zamzami Zainuddin, Xiao Hu, Samuel Chu, Samira Hosseini

JMIR Serious Games 2021;9(4):e19614