The Effects of Computer-based Educational Games on Self-efficacy of 8-12 Children with Hemophilia
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Abstract:
Background: Hemophilia is a chronic bleeding disease and can interfere with daily performance of children. These children require continuous training to prevent bleeding. Since children nurses play an important role in the education of sick children and their self-efficacy and the increase use of educational computer games, the use of educational games for teaching self-efficacy to children with hemophilia can be effective. Therefore, we aimed to explore the impact of computer-based learning games on the self-efficacy of 8-12 year-old children with hemophilia. Methods: The present study is an experimental interventional study on 40 children with hemophilia aged 8-12 years old during 2014. Data collection tools were a standard self-efficacy questionnaire and patients’ demographic forms. Data were analyzed using SPSS software version 16. Results: Based on the findings of this study, the mean self-efficacy scores of the samples before, after and one month after intervention were 53.25, 60.95, 60.90 in the case group, and 50.45 and 55.2 in the control group before and one month after the intervention, respectively. The findings revealed that self-efficacy scores after and before the intervention differed significantly. Conclusion: Educational hemo-action games increased self-efficacy in 8-12 year-old children with hemophilia. Keywords: Educational games, Computer games, Self-Efficacy, Hemophilia.
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Journal title
volume 7 issue None
pages 149- 154
publication date 2015-04
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