NUST Institutional Repository

Analyzing the impact of context based hygiene awareness games on subsequent change in behavior

Show simple item record

dc.contributor.author Miyan, Masooma Zehra
dc.date.accessioned 2023-08-18T11:09:07Z
dc.date.available 2023-08-18T11:09:07Z
dc.date.issued 2019
dc.identifier.other 170582
dc.identifier.uri http://10.250.8.41:8080/xmlui/handle/123456789/36910
dc.description Supervisor: Dr. Muhammad Muddassir Malik en_US
dc.description.abstract Pakistan as a developing country is lagging far behind its promise to the United Nation’s Sustainable Development Goals (SDGs) targeted to be achieved by 2030; with 22 million children still out of school. There is a dire need for innovative interventions to speed up the progress. Hygiene education and promotion is a major issue concerning developing nations and its negligence is the cause of 110 deaths of children under the age of 5 every day in Pakistan (UNICEF, 2016). It not only affects the health sector but other sectors of development of society as well particularly Education. The students become victims of the diseases that arise due to inadequate hygiene resulting in poor academic performance. With advent of technological boom in the 21st century with subsequent skills required to be effective, new forms of learning have emerged; game based learning is one of them. Therefore, to improve learners’ hygiene practices in Pakistan, a context based serious game for primary level students was designed, developed and deployed. The focus of game was not only on personal hygiene but other relevant hygiene types as well such as food and environment. The aforementioned 2D game deployed in various schools particularly in Out of School Children School (OSCS). Two schools were selected to check impact of teaching hygiene through serious game, first school was OSCS whereas other was NUST Creative Learning School (NCLS) with a total of 44 participants. Mixed method approach was adopted to measure the effect of game on participants in terms of gender, school type and motivation. Students of both schools were found motivated to adopt the practices after playing the game whereas girls performed better than the boys overall. The deployed pedagogy was found effective in making daily routine tasks fun for the young learners of digital era. With relevant context and appropriate content and design/development, such games should be introduced to enhance learning in a captivating and interesting manner while being entertaining. en_US
dc.language.iso en en_US
dc.publisher School of Electrical Engineering and Computer Science NUST SEECS en_US
dc.title Analyzing the impact of context based hygiene awareness games on subsequent change in behavior en_US
dc.type Thesis en_US


Files in this item

This item appears in the following Collection(s)

Show simple item record

Search DSpace


Advanced Search

Browse

My Account