
This study evaluated the short-term effectiveness of an innovative gamified educational program based on the principles of the Italian Legislative Decree 81/2008 in improving occupational health and safety (OHS) knowledge among Italian secondary school students. A cluster-randomized controlled field trial was conducted in Italy from September 2024 to June 2025. Classes were randomized into experimental (EG) and control groups (CG). The intervention combined a seminar with three structured games (role-playing, board, and card games). Knowledge was assessed using a 15-item questionnaire (Q81) at baseline (T0) and post-intervention (T1). The primary endpoint was the between-group difference in Q81 score at post-intervention (T1). Of 930 eligible students, 927 participated (99.7%), 694 completed the study (74.6%), including 187 middle school and 507 high school students (N EG = 356; N CG = 338). Baseline Q81 scores were comparable between groups (EG: 5.6 ± 3.3 vs CG: 5.4 ± 2.9), whereas at T1, mean Q81 scores were significantly higher in the EG compared to the CG (9.0 ± 3.1 vs. 5.2 ± 2.9, P < 0.001; Cohen’s d = 1.26). Within-group analysis showed a significant improvement in the EG ( P < 0.001), but not in the CG. Reliability analysis yielded alpha = 0.804, indicating good internal consistency. Gamification training improved OHS knowledge among secondary school students and may represent an effective educational strategy for early safety education. These findings support the integration of gamified OHS training into secondary school curricula to strengthen early safety education in line with the principles of Legislative Decree 81/2008. . Future studies should include larger samples, address item-level weaknesses and explore long-term behavioural outcomes.
Background: Primary health care (PHC) nurses are central to dengue prevention and management, but lecture-based training might not effectively engage learners. Game-based learning offers an interactive alternative that promotes participation and skill reinforcement. Purpose: To evaluate the feasibility and acceptability of a dengue educational board game for PHC nurses. Methods: A single-arm pre-post feasibility study was conducted in two PHC units in Indonesia. The board game, developed from national dengue guidelines and validated by experts, integrated knowledge-based, case-based, and skill demonstration tasks. Feasibility was assessed through recruitment, attendance, and completion rates. Acceptability was measured with a five-item Likert scale and qualitative feedback. Exploratory outcomes of knowledge, attitudes, and confidence were descriptively summarized. Results: Feasibility criteria were met, with full participation and completion. Acceptability ratings were high, as all participants strongly agreed the game was enjoyable, relevant, and useful for knowledge and skills. Descriptive analyses suggested positive trends in post-intervention median scores for knowledge (from 4.0 to 6.0), attitudes (from 27.0 to 29.5), and confidence (from 18.5 to 21.5). Satisfaction was also high (median 25.0, interquartile range 24.3–25.0). Conclusions: The dengue board game was feasible and acceptable, supporting further evaluation in a controlled trial for scalable workforce training.
Background: Respiratory dysfunction in Parkinson’s Disease (PD) contributes to exercise intolerance and morbidity, yet video gaming-based aerobic exercise remains underexplored. Method: This single-blinded pilot Randomized Controlled Trial (RCT) aimed to evaluate the effects of exergaming-based aerobic exercise using the Nintendo Wii Fit Plus platform (EG) program on pulmonary function, cardiopulmonary fitness, and dyspnea in 30 patients with PD (Hoehn and Yahr stages II to III) with respiratory impairment, randomized to a EG exercise group ( n = 15) or control group ( n = 15). Supervised aerobic training was conducted using the Wii Fit Plus platform, performed 3×/week for 12 weeks at 40%–70% of peak heart rate (HRpeak). Controls maintained usual activity. Primary outcomes were spirometry (forced vital capacity [FVC], forced expiratory volume in one second (FEV 1 ), FEV 1 /FVC ratio, and peak expiratory flow [PEF]). Secondary outcomes were peak oxygen uptake (VO 2 peak), HRpeak, Borg rating of perceived exertion (RPE), and dyspnea scale (mMRC). Outcomes were assessed at baseline and post-intervention using mixed-model repeated-measures Analysis of Variance (ANOVA). Results: The EG group showed significant group × improvements in FVC ( P = 0.018), FEV 1 ( P = 0.021), FEV 1 /FVC ( P = 0.039), PEF ( P = 0.011), VO 2 peak ( P = 0.004), dyspnea Borg RPE ( P = 0.006), and mMRC ( P = 0.028). While HRpeak showed no significant difference ( P = 0.071). Adherence to the EG program was high (92%), with no reported adverse events. EG-based aerobic exercise significantly improved pulmonary function, aerobic capacity, and perceived dyspnea in individuals with PD. Conclusion: Findings support the feasibility and potential clinical value for PD. Larger trials are warranted to confirm efficacy and long-term outcomes.
Background:Same-day surgery cancellations are a persistent and societally relevant challenge, affecting operating room efficiency, patient trust, and health care professionals' workload. In the Netherlands, many cancellations result from nonmedical system constraints such as staffing shortages and scheduling dependencies, factors that are rarely addressed in patient-facing education. This study explores a novel approach to expectation management by using a serious board game to make the complexity of surgery planning tangible for everyday individuals who may encounter surgical care in the future.Methods:In an exploratory pilot study, a quasi-experimental design compared an intervention group (n = 9) who played a serious game simulating hospital resource management with a control group (n = 9) who received a standard preoperative brochure. Pre- and post-intervention questionnaires assessed understanding of surgery cancellations, empathy toward health care professionals, and anticipated anxiety.Results:Results showed stronger gains in perceived understanding among game participants compared with the control group, including a statistically significant shift in perceptions of cancellations occurring after hospital admission. Directional increases in empathy toward health care workers were also observed following gameplay, while anticipated anxiety levels remained largely stable across groups.Conclusions: These findings highlight the potential of serious games as a complementary, public-facing educational tool for conveying system-level health care constraints that are difficult to communicate through traditional materials. By fostering awareness and perspective-taking around surgery planning and cancellations, this approach addresses a timely societal issue and opens new avenues for the use of serious games in health care education and public engagement.