Designing for Engagement in Primary Health Education Through Digital Game-Based Learning: Cross-National Behavioral Evidence from the iLearn4Health Platform
Abstract
1. Introduction
2. Literature Review
2.1. Theoretical Frameworks Distinguishing Gamification and DGBL in Education and Health Promotion
2.2. Design Principles for Effective Gamification vs. DGBL in Primary School Health Education
2.3. Implementation Technologies for Primary School Health Education: Gamification Tools vs. Complete DGBL Platforms
3. Materials and Methods
3.1. Platform Design Features and Architecture
3.2. Design Evaluator Selection and Study Framework
3.3. Design Assessment Data Collection
- Steps Completed: The platform’s modular structure consisted of 55 instructional steps. The majority of teachers completed 53 or more steps, indicating high task completion rates across the cohort.
- Total Time Spent: Time-on-platform varied substantially—from a few minutes to multiple days—reflecting diverse usage patterns and levels of engagement. A small subset of users accounted for disproportionately high usage, with time spent exceeding 85 h in extreme cases.
- Progress Ratios: A normalized metric (steps completed/total steps) was used to compare engagement across users. This revealed a bimodal distribution: a large cluster of users completed most of the platform, while another cluster disengaged early.
- Engagement Patterns by Demographics: Correlation analysis revealed strong positive relationships between age and both time spent (r = 0.60) and steps completed (r = 0.80). The strongest correlation was observed between steps completed and time spent (r = 0.95), emphasizing the importance of sustained interaction for educational progression.
3.4. Technical Implementation and Design Validation
3.5. Design Testing and Validation Process
3.6. Online Training Program Development
4. Results
4.1. Design Evaluation Framework and Evaluator Demographics
- Identify developmental differences in navigation patterns and interaction behaviors that inform age-appropriate design principles
- Isolate cognitive processing variations in how health information is interpreted across developmental stages
- Quantify differences in engagement duration and pattern metrics between children and adults to refine age-targeted game mechanics
- Validate that game elements were appropriately calibrated for primary school cognitive capabilities rather than inadvertently designed for more advanced cognitive stages
- Top-left: A navigation puzzle encouraging decision-making as the character progresses toward an “Exit” by selecting the correct paths.
- Top-right: A multiple-choice question asking players to identify the healthiest meal option, reinforcing knowledge through engaging dialogue.
- Bottom-left: A character-run gameplay scene where players collect healthy food items while avoiding unhealthy ones.
- Bottom-right: A feedback screen highlighting the difference between vegetable oils and solid fats, reinforcing correct dietary decisions.
4.2. Digital Educational Games’ Implementation
- Top-left: A welcome message introduces players to the game world, encouraging them to embark on health-themed adventures.
- Top-right: Main menu screen offering the options to start a new game or continue a previous session, with language selection for inclusivity.
- Bottom-left: Game module selection screen showcasing a variety of educational topics such as healthy eating, physical activity, Internet safety, and more, each tailored to specific age groups.
- Bottom-right: Character selection interface where players can choose from diverse avatars, promoting personalization and engagement before starting the game.
4.3. Participant Demographics and Engagement Patterns
4.4. Design Engagement Pattern Analysis
4.5. Age-Based Design Assessment Patterns
4.6. Cross-National Design Implementation Assessment
4.7. Correlation Analysis and Design Engagement Relationships
4.8. Predictive Modeling of Design Engagement
4.9. Design User Typology Analysis
4.10. Design Validation Through Teacher Evaluation
4.11. Summary of Key Findings
- Design assessment followed a distinctive bimodal distribution, with 52.8% conducting limited exploration and 35.3% performing comprehensive evaluation, supporting the hypothesis that once evaluators progress beyond initial interface exploration, they typically continue to systematic design assessment.
- Significant cross-national differences were observed in design engagement approaches, with Romania showing 53% higher average exploration ratios than Cyprus (0.460 vs. 0.301, p < 0.01), indicating important contextual factors in design assessment methodology across different educational systems.
- Initial engagement emerged as the strongest predictor of comprehensive design evaluation (β = 0.479, p < 0.001), suggesting that the early interface experience plays a crucial role in determining systematic assessment outcomes.
- Evaluator age had a statistically significant but small effect on design engagement (β = 0.108, p = 0.049), with the 26–35 age group showing the highest average assessment completion rates.
- Cluster analysis identified three distinct evaluator typologies (comprehensive assessors, initial explorers, and selective evaluators), providing a nuanced understanding of design assessment approaches beyond the simple bimodal distribution.
- A strong positive correlation between steps completed and time spent (r = 0.95, p < 0.001) confirmed that sustained engagement is essential for comprehensive design evaluation in Digital Game-Based Learning environments.
5. Discussion
5.1. Design Principles and Interface Effectiveness in DGBL vs. Gamification
5.2. Design Assessment and Interface Validation for Primary School Health Education
5.3. Design Implementation Considerations for Primary School Health Education Interfaces
5.4. Design Privacy and Ethical Considerations in Primary School Health Education Interfaces
5.5. Future Directions in DGBL Interface Design for Health Education
5.6. Design Limitations and Critical Assessment
5.7. Future Research Directions
6. Conclusions
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Acknowledgments
Conflicts of Interest
References
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Variable | M | SD | Min | Max | Mdn | Skewness | Kurtosis |
---|---|---|---|---|---|---|---|
Age (years) | 38.64 | 14.04 | 18 | 66 | 41 | −0.27 | −0.83 |
Steps completed | 22.31 | 23.79 | 0 | 53 | 8 | 0.31 | −1.85 |
Progress ratio | 0.41 | 0.43 | 0 | 0.96 | 0.15 | 0.47 | −1.74 |
Country | N | % | 95% CI |
---|---|---|---|
Romania | 209 | 62.0 | [56.8, 67.2] |
Cyprus | 52 | 15.4 | [11.5, 19.3] |
Greece | 38 | 11.3 | [7.9, 14.7] |
Spain | 35 | 10.4 | [7.1, 13.7] |
Poland | 3 | 0.9 | [0, 1.9] |
Progress Ratio | n | % | Cumulative % |
---|---|---|---|
0.0–0.2 (Limited exploration) | 178 | 52.8 | 52.8 |
0.2–0.4 (Basic assessment) | 27 | 8.0 | 60.8 |
0.4–0.6 (Moderate assessment) | 3 | 0.9 | 61.7 |
0.6–0.8 (Extended assessment) | 10 | 3.0 | 64.7 |
0.8–1.0 (Comprehensive assessment) | 119 | 35.3 | 100.0 |
Age Group | n | Steps Completed | Progress Ratio | Cohen’s d | |||
---|---|---|---|---|---|---|---|
M | SD | 95% CI | M | SD | |||
18–25 | 55 | 21.45 | 22.87 | [15.20, 27.70] | 0.39 | 0.42 | - |
26–35 | 42 | 24.83 | 23.15 | [17.61, 32.05] | 0.45 | 0.42 | 0.14 |
36–50 | 183 | 22.55 | 24.16 | [19.02, 26.08] | 0.41 | 0.44 | 0.05 |
51–65 | 52 | 20.10 | 24.33 | [13.32, 26.88] | 0.37 | 0.44 | −0.05 |
Country | n | Progress Ratio | Significant Differences | ||
---|---|---|---|---|---|
M | SD | 95% CI | |||
Romania | 209 | 0.460 | 0.44 | [0.399, 0.521] | A |
Poland | 3 | 0.370 | 0.41 | [0.000, 0.791] | a,b |
Spain | 35 | 0.337 | 0.42 | [0.203, 0.471] | a,b |
Greece | 38 | 0.315 | 0.40 | [0.190, 0.440] | b |
Cyprus | 52 | 0.301 | 0.38 | [0.196, 0.406] | b |
Source | SS | df | MS | F | p | η2 |
---|---|---|---|---|---|---|
Between groups | 1.26 | 4 | 0.315 | 4.37 | 0.002 | 0.050 |
Within groups | 23.94 | 332 | 0.072 | |||
Total | 25.20 | 336 |
Variables | R | 95% CI | p |
---|---|---|---|
Steps completed—Time spent | 0.95 | [0.93, 0.97] | <0.001 |
Age—Steps completed (full sample) | 0.01 | [−0.10, 0.12] | 0.859 |
Age—Steps completed (adult subgroup) | 0.80 | [0.73, 0.85] | <0.001 |
Age—Time spent (adult subgroup) | 0.60 | [0.50, 0.69] | <0.001 |
Design exploration ratio—Time spent | 0.94 | [0.91, 0.96] | <0.001 |
Predictor | B | SE B | β | t | p | 95% CI |
---|---|---|---|---|---|---|
Constant | 0.210 | 0.074 | 2.84 | 0.005 | [0.065, 0.355] | |
Age | 0.003 | 0.002 | 0.108 | 1.97 | 0.049 | [0.000, 0.006] |
Initial engagement * | 0.346 | 0.038 | 0.479 | 9.11 | <0.001 | [0.271, 0.421] |
Country: Romania † | 0.159 | 0.048 | 0.183 | 3.31 | 0.001 | [0.065, 0.253] |
Country: Spain † | 0.036 | 0.065 | 0.026 | 0.55 | 0.580 | [−0.092, 0.164] |
Country: Greece † | 0.014 | 0.063 | 0.010 | 0.22 | 0.825 | [−0.110, 0.138] |
Country: Poland † | 0.069 | 0.165 | 0.019 | 0.42 | 0.676 | [−0.256, 0.394] |
Cluster | n | Age | Steps Completed | Progress Ratio | Time Spent (min) | Key Characteristics | ||||
---|---|---|---|---|---|---|---|---|---|---|
M | SD | M | SD | M | SD | M | SD | |||
Comprehensive design assessors | 119 | 39.8 | 12.6 | 52.2 | 1.6 | 0.95 | 0.03 | 987.4 | 463.2 | Complete most/all modules |
Initial design explorers | 178 | 38.1 | 14.9 | 4.5 | 3.8 | 0.08 | 0.07 | 65.3 | 52.8 | Disengage after initial exploration |
Selective design evaluators | 40 | 37.9 | 13.5 | 29.3 | 7.1 | 0.53 | 0.13 | 384.6 | 159.7 | Complete specific topics of interest |
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Gkintoni, E.; Magriplis, E.; Vantaraki, F.; Skoulidi, C.-M.; Anastassopoulos, P.; Cornea, A.; Inchaurraga, B.; Santurtun, J.; Mancha, A.d.l.C.; Giorgakis, G.; et al. Designing for Engagement in Primary Health Education Through Digital Game-Based Learning: Cross-National Behavioral Evidence from the iLearn4Health Platform. Behav. Sci. 2025, 15, 847. https://doi.org/10.3390/bs15070847
Gkintoni E, Magriplis E, Vantaraki F, Skoulidi C-M, Anastassopoulos P, Cornea A, Inchaurraga B, Santurtun J, Mancha AdlC, Giorgakis G, et al. Designing for Engagement in Primary Health Education Through Digital Game-Based Learning: Cross-National Behavioral Evidence from the iLearn4Health Platform. Behavioral Sciences. 2025; 15(7):847. https://doi.org/10.3390/bs15070847
Chicago/Turabian StyleGkintoni, Evgenia, Emmanuella Magriplis, Fedra Vantaraki, Charitini-Maria Skoulidi, Panagiotis Anastassopoulos, Alexandra Cornea, Begoña Inchaurraga, Jaione Santurtun, Ainhoa de la Cruz Mancha, George Giorgakis, and et al. 2025. "Designing for Engagement in Primary Health Education Through Digital Game-Based Learning: Cross-National Behavioral Evidence from the iLearn4Health Platform" Behavioral Sciences 15, no. 7: 847. https://doi.org/10.3390/bs15070847
APA StyleGkintoni, E., Magriplis, E., Vantaraki, F., Skoulidi, C.-M., Anastassopoulos, P., Cornea, A., Inchaurraga, B., Santurtun, J., Mancha, A. d. l. C., Giorgakis, G., Kouppas, K., Timotheou, S., Moreno Juan, M. J., Muñagorri, M., Harasiuk, M., Lopez, A. G., Skoulidi, E., & Vantarakis, A. (2025). Designing for Engagement in Primary Health Education Through Digital Game-Based Learning: Cross-National Behavioral Evidence from the iLearn4Health Platform. Behavioral Sciences, 15(7), 847. https://doi.org/10.3390/bs15070847