Abstract

There are several methods of education for tuberculosis, and one of them is through the DOTS (Direct Observed Treatment Shortcourse) program. The management of tuberculosis education through the DOTS program is performed in clinics and hospitals only to patients and their families. The purpose of this study is to describe the development and testing of a prototype (social-game education) for interactive education for tuberculosis patients in particular and the general public. The data collection process is through direct observation of tuberculosis patients and health professionals (doctors, nurses, and DOTS health workers). Challenge the game in the prototype was provided with content that contained tuberculosis information that had been previously validated by a specialist. In addition to tuberculosis information as the main content, two important elements are making up this prototype, which are gamification and social media elements. In the game elements, this study adopted elements of the leaderboard, badge/achievement, challenge, and level. As for the third element, social media includes likes, comments, and shares. Prototype application testing was conducted on two participant groups (N = 48) consisting of 23 tuberculosis patients and 25 random participants. By using the user experience questionnaire (UEQ) technique, this research focuses on identifying the user's motivation in capturing compositional information as well as the clarity of the prototype. With a confidence interval of 5% (p = 0.05) per scale. The results indicate that participants have a high level of motivation towards the prototype; this is seen in the rating scale of stimulation with an average of 1.578. Likewise the effectiveness level of information in the rating scale of perspicuity has a mean of 1.224 also has a rate that is quite effective.

Highlights

  • Based on the WHO report in 2017, Indonesia is one of the countries with the highest number of tuberculosis sufferers in the world

  • Preventing transmission by optimizing tuberculosis case finding and healing is a program through DOTS (Direct Observed Treatment Shortcourse) [2]

  • This research is a type of development research by proposing a prototype of mobile application design for tuberculosis education using gamification that adopts elements of social media or social-gamification characteristics

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Summary

Introduction

Based on the WHO report in 2017, Indonesia is one of the countries with the highest number of tuberculosis sufferers in the world. Even tuberculosis infection is still the number one cause of death in Indonesia. The tuberculosis incidence rate in Indonesia is 395 per 100,000 population, and the death rate is 40 people per 100,000 per year [1]. Preventing transmission by optimizing tuberculosis case finding and healing is a program through DOTS (Direct Observed Treatment Shortcourse) [2]. Through the DOTS program [3][4], the method of prevention by detecting tuberculosis transmission among family members and those closest to the patient includes maximizing the tuberculosis education program. Besides being able to support the prevention of tuberculosis, broad education about the disease can

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