Antibiotic Resistance. Resistance to other antibiotics
Conditions
Interventions
Sponsors
Eligibility
Inclusion criteria
Inclusion criteria: Age between 18 and 65 years Minimum literacy level Familiarity with and ability to interact with smartphone applications General good health and stable condition, with no acute illness Access to the internet
Exclusion criteria
Exclusion criteria: Inability to effectively interact with the application Cognitive or psychiatric impairment affecting valid participation Acute illness or unstable health condition Professional conflict of interest related to health sciences Inability to provide valid informed consent
Design outcomes
Primary
| Measure | Time frame |
|---|---|
| Change in KAP scores (knowledge, attitudes, and perceptions) regarding antibiotic use and antimicrobial resistance. Timepoint: KAP scores will be measured at baseline (prior to the intervention) and 4–6 weeks after the intervention in both groups; in the intervention group, KAP scores will also be assessed immediately after completion of the application use period. Method of measurement: The primary outcome, defined as change in scores of knowledge, attitudes, and perceptions regarding antibiotic use and antimicrobial resistance, will be measured using the Knowledge, Attitudes, and Perceptions Questionnaire on Antibiotic Use and Antimicrobial Resistance. This questionnaire is developed based on existing research and the World Health Organization public awareness survey on antimicrobial resistance and includes structured items designed to assess participants’ knowledge, attitudes, and perceptions. | — |
Secondary
| Measure | Time frame |
|---|---|
| Level of user satisfaction with the educational serious game application This outcome assesses participants’ satisfaction with the application in terms of ease of use, attractiveness and clarity of the educational content, interactivity, and overall user experience. Timepoint: Once at the end of the intervention period, that is 4–6 weeks after the start of use of the application in the intervention group. Method of measurement: The level of user satisfaction with the educational serious game application will be measured using the User Satisfaction with Educational Serious Game Application Questionnaire. This questionnaire consists of multiple structured items on a rating scale assessing ease of use, clarity and attractiveness of the educational content, interactivity, and overall user experience.;Level of user participation and interaction with the educational serious game application this outcome reflects the amount of time spent within the application, the number of times users log in, and the extent of their engagement with the educational activities and game components. Timepoint: Throughout the entire 4–6 weeks intervention period and the related indicators will be calculated and analyzed at the end of this period, 4–6 weeks after the start of use. Method of measurement: The level of user participation and interaction with the educational serious game application will be measured using automated usage data recording of the educational serious game application. This includes recording the total time spent in the application, the number of log-ins, and the number of educational activities and game stages completed by each participant. | — |
Countries
Iran (Islamic Republic of)
Contacts
Mashhad University of Medical Sciences