Submitted:
30 April 2025
Posted:
02 May 2025
You are already at the latest version
Abstract
Keywords:
1. Introduction
2. Literature Review
2.1. Theoretical Frameworks Distinguishing Gamification and DGBL in Education and Health Promotion
2.2. Design Principles for Effective Gamification Versus DGBL in Primary School Health Education
2.3. Implementation Technologies for Primary School Health Education: Gamification Tools Versus Complete DGBL Platforms
3. Materials and Methods
3.1. Platform Development Framework
3.2. Study Design and Participant Selection
3.3. Data Collection and Analysis
- Steps Completed: The platform’s modular structure consisted of 55 instructional steps. The majority of teachers completed 53 or more steps, indicating high task completion rates across the cohort.
- Total Time Spent: Time-on-platform varied substantially—from a few minutes to multiple days—reflecting diverse usage patterns and levels of engagement. A small subset of users accounted for disproportionately high usage, with time spent exceeding 85 hours in extreme cases.
- Progress Ratios: A normalized metric (steps completed / total steps) was used to compare engagement across users. This revealed a bimodal distribution: a large cluster of users completed most of the platform, while another cluster disengaged early.
- Engagement Patterns by Demographics: Correlation analysis revealed strong positive relationships between age and both time spent (r = 0.60) and steps completed (r = 0.80). The strongest correlation was observed between steps completed and time spent (r = 0.95), emphasizing the importance of sustained interaction for educational progression.
3.4. Technical Architecture and Implementation
3.5. Integration and Testing
3.6. Online Training Program Development
4. Results
4.1. Evaluation Framework and Study Population
- Identify developmental differences in navigation patterns and interaction behaviors that inform age-appropriate design principles
- Isolate cognitive processing variations in how health information is interpreted across developmental stages
- Quantify differences in engagement duration and pattern metrics between children and adults to refine age-targeted game mechanics
- Validate that game elements were appropriately calibrated for primary school cognitive capabilities rather than inadvertently designed for more advanced cognitive stages
- Top-left: A navigation puzzle encouraging decision-making as the character progresses toward an “Exit” by selecting correct paths.
- Top-right: A multiple-choice question asking players to identify the healthiest meal option, reinforcing knowledge through engaging dialogue.
- Bottom-left: A character-run gameplay scene where players collect healthy food items while avoiding unhealthy ones.
- Bottom-right: A feedback screen highlighting the difference between vegetable oils and solid fats, reinforcing correct dietary decisions.
4.2. Digital Educational Games Implementation
- Top-left: A welcome message introduces players to the game world, encouraging them to embark on health-themed adventures.
- Top-right: Main menu screen offering the options to start a new game or continue a previous session, with language selection for inclusivity.
- Bottom-left: Game module selection screen showcasing a variety of educational topics such as healthy eating, physical activity, internet safety, and more, each tailored to specific age groups.
- Bottom-right: Character selection interface where players can choose from diverse avatars, promoting personalization and engagement before starting the game.
4.3. Participant Demographics and Engagement Patterns
4.4. Progress Ratio Distribution and Engagement Patterns
4.5. Age-Based Engagement Patterns
4.6. Cross-National Implementation Analysis
4.7. Correlation Analysis and Engagement Relationships
4.8. Multiple Regression Analysis: Predictors of Engagement
4.9. Cluster Analysis: User Typologies.
4.10. Summary of Key Findings
- User engagement followed a distinctive bimodal distribution, with 52.8% showing low engagement and 35.3% showing high engagement, supporting the hypothesis that once users progress beyond initial exploration, they typically continue to completion.
- Significant cross-national differences were observed, with Romania showing 53% higher average progress ratios than Cyprus (0.460 vs. 0.301, p < .01), indicating important contextual factors in Digital Game-Based Learning implementation.
- Initial engagement emerged as the strongest predictor of overall progress (β = 0.479, p < .001), suggesting that the early platform experience plays a crucial role in determining long-term engagement outcomes.
- Age had a statistically significant but small effect on engagement (β = 0.108, p = .049), with the 26-35 age group showing the highest average steps completed (M = 24.83).
- Cluster analysis identified three distinct user typologies (high engagers, early dropouts, and selective engagers), providing a more nuanced understanding of engagement patterns beyond the simple bimodal distribution.
- A strong positive correlation between steps completed and time spent (r = .95, p < .001) confirmed that sustained engagement is essential for progression through educational content in Digital Game- Based Learning environments.
5. Discussion
5.1. Theoretical and Practical Distinctions Between DGBL and Gamification in Health Education
5.2. Assessment and Evaluation of DGBL in Primary School Health Education
5.3. Technical Considerations in Implementing DGBL for Primary School Health Education
5.4. Data Privacy and Ethical Considerations in DGBL Health Education
5.5. Emerging Technologies in DGBL for Health Education
5.6. Limitations
5.7. Future Research Directions
6. Conclusions
Author Contributions
Funding
Informed Consent Statement
Data Availability Statement
Acknowledgments
Conflicts of Interest
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| Variable | M | SD | Min | Max | Mdn | Skewness | Kurtosis |
|---|---|---|---|---|---|---|---|
| Age (years) | 38.64 | 14.04 | 18 | 66 | 41 | -0.27 | -0.83 |
| Steps completed | 22.31 | 23.79 | 0 | 53 | 8 | 0.31 | -1.85 |
| Progress ratio | 0.41 | 0.43 | 0 | 0.96 | 0.15 | 0.47 | -1.74 |
| Country | n | % | 95% CI |
|---|---|---|---|
| Romania | 209 | 62.0 | [56.8, 67.2] |
| Cyprus | 52 | 15.4 | [11.5, 19.3] |
| Greece | 38 | 11.3 | [7.9, 14.7] |
| Spain | 35 | 10.4 | [7.1, 13.7] |
| Poland | 3 | 0.9 | [0, 1.9] |
| Progress ratio | n | % | Cumulative % |
|---|---|---|---|
| 0.0-0.2 | 178 | 52.8 | 52.8 |
| 0.2-0.4 | 27 | 8.0 | 60.8 |
| 0.4-0.6 | 3 | 0.9 | 61.7 |
| 0.6-0.8 | 10 | 3.0 | 64.7 |
| 0.8-1.0 | 119 | 35.3 | 100.0 |
| Age group | n | Steps completed | Progress ratio | Cohen’s d | |||
|---|---|---|---|---|---|---|---|
| M | SD | 95% CI | M | SD | |||
| 18-25 | 55 | 21.45 | 22.87 | [15.20, 27.70] | 0.39 | 0.42 | - |
| 26-35 | 42 | 24.83 | 23.15 | [17.61, 32.05] | 0.45 | 0.42 | 0.14 |
| 36-50 | 183 | 22.55 | 24.16 | [19.02, 26.08] | 0.41 | 0.44 | 0.05 |
| 51-65 | 52 | 20.10 | 24.33 | [13.32, 26.88] | 0.37 | 0.44 | -0.05 |
| Country | n | Progress ratio | Significant differences | ||
|---|---|---|---|---|---|
| M | SD | 95% CI | |||
| Romania | 209 | 0.460 | 0.44 | [0.399, 0.521] | a |
| Poland | 3 | 0.370 | 0.41 | [0.000, 0.791] | a,b |
| Spain | 35 | 0.337 | 0.42 | [0.203, 0.471] | a,b |
| Greece | 38 | 0.315 | 0.40 | [0.190, 0.440] | b |
| Cyprus | 52 | 0.301 | 0.38 | [0.196, 0.406] | b |
| Source | SS | df | MS | F | p | η² |
|---|---|---|---|---|---|---|
| Between groups | 1.26 | 4 | 0.315 | 4.37 | .002 | .050 |
| Within groups | 23.94 | 332 | 0.072 | |||
| Total | 25.20 | 336 |
| Variables | r | 95% CI | p |
|---|---|---|---|
| Steps completed—Time spent | .95 | [.93, .97] | < .001 |
| Age—Steps completed (full sample) | .01 | [-.10, .12] | .859 |
| Age—Steps completed (adult subgroup) | .80 | [.73, .85] | < .001 |
| Age—Time spent (adult subgroup) | .60 | [.50, .69] | < .001 |
| Progress ratio—Time spent | .94 | [.91, .96] | < .001 |
| Predictor | B | SE B | β | t | p | 95% CI |
|---|---|---|---|---|---|---|
| Constant | 0.210 | 0.074 | 2.84 | .005 | [0.065, 0.355] | |
| Age | 0.003 | 0.002 | 0.108 | 1.97 | .049 | [0.000, 0.006] |
| Initial engagement* | 0.346 | 0.038 | 0.479 | 9.11 | < .001 | [0.271, 0.421] |
| Country: Romania† | 0.159 | 0.048 | 0.183 | 3.31 | .001 | [0.065, 0.253] |
| Country: Spain† | 0.036 | 0.065 | 0.026 | 0.55 | .580 | [-0.092, 0.164] |
| Country: Greece† | 0.014 | 0.063 | 0.010 | 0.22 | .825 | [-0.110, 0.138] |
| Country: Poland† | 0.069 | 0.165 | 0.019 | 0.42 | .676 | [-0.256, 0.394] |
| Cluster | n | Age | Steps completed |
Progress ratio |
Time spent (min) | Key characteristics |
||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | SD | M | SD | M | SD | M | SD | |||
| High engaging modules | 119 | 39.8 | 12.6 | 52.2 | 1.6 | 0.95 | 0.03 | 987.4 | 463.2 | Complete most/all modules |
| Early dropouts | 178 | 38.1 | 14.9 | 4.5 | 3.8 | 0.08 | 0.07 | 65.3 | 52.8 | Disengage after initial exploration |
| Selective Engagers | 40 | 37.9 | 13.5 | 29.3 | 7.1 | 0.53 | 0.13 | 384.6 | 159.7 | Complete specific topics of interest |
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