Designing for Engagement in Primary Health Education Through Digital Game-Based Learning: Cross-National Behavioral Evidence from the iLearn4Health Platform

This study evaluates design effectiveness in Digital Game-Based Learning (DGBL) for primary health education through systematic teacher assessment of the iLearn4Health platform. Rather than measuring educational transformation, the research investigates how DGBL design principles influence user engagement patterns and platform usability as evaluated by education professionals. The study contributes to design optimization frameworks for primary school digital health education applications by examining the distinction between DGBL and superficial gamification approaches in creating engaging educational interfaces. The iLearn4Health platform underwent comprehensive design evaluation by 337 teachers across 24 schools in five European countries (Greece, Cyprus, Romania, Poland, and Spain). Teachers served as design evaluators rather than end-users, assessing platform engagement mechanisms through systematic interaction analysis. The study employed multiple statistical approaches-descriptive analysis, correlation analysis, ANOVA, regression modeling, and cluster analysis-to identify design engagement patterns and their predictors, tracking completion rates, progress trajectories, and interaction time as indicators of design effectiveness. Design evaluation revealed a distinctive bimodal engagement distribution, with 52.8% of teacher-evaluators showing limited platform exploration (progress ratio 0.0-0.2) and 35.3% demonstrating comprehensive design assessment (progress ratio 0.8-1.0). A strong positive correlation (r = 0.95, <i>p</i> < 0.001) between time spent and steps completed indicated that design elements successfully sustained evaluator engagement. Multiple regression analysis identified initial design experience as the strongest predictor of continued engagement (β = 0.479, <i>p</i> < 0.001), followed by country-specific implementation factors (Romania vs. Cyprus, β = 0.183, <i>p</i> = 0.001) and evaluator age (β = 0.108, <i>p</i> = 0.049). Cluster analysis revealed three distinct evaluator profiles: comprehensive design assessors (35.3%), early design explorers (52.8%), and selective feature evaluators (11.9%). Cross-national analysis showed significant variations in design engagement, with Romania demonstrating 53% higher average progress ratios than Cyprus (0.460 vs. 0.301, <i>p</i> < 0.01). Teacher evaluation validates effective design implementation in the iLearn4Health platform for creating engaging primary health education experiences. The platform successfully demonstrates DGBL design principles that integrate health concepts into age-appropriate interactive environments, distinct from gamification approaches that merely overlay game elements onto existing content. Identifying initial engagement as the strongest predictor of sustained interaction highlights the critical importance of onboarding design in determining user experience outcomes. While this study establishes design engagement effectiveness through educator assessment, actual educational transformation and student learning outcomes require future implementation studies with primary school populations. The design validation approach provides essential groundwork for subsequent educational effectiveness research while contributing evidence-based design principles for engagement optimization in digital health education contexts.

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Journal
Behavioral Sciences
Published
2025-06-24
DOI
https://doi.org/10.3390/bs15070847
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
0.00

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article

Designing for Engagement in Primary Health Education Through Digital Game-Based Learning: Cross-National Behavioral Evidence from the iLearn4Health Platform

Evgenia Gkintoni, Alfredo Garmendia Lopez, A. Mancha, Apostolos Vantarakis et al.
Behavioral Sciences
Educational Games and Gamification
article

Designing for Engagement in Primary Health Education Through Digital Game-Based Learning: Cross-National Behavioral Evidence from the iLearn4Health Platform

Evgenia Gkintoni, Alfredo Garmendia Lopez, A. Mancha, Apostolos Vantarakis, Panagiotis Anastassopoulos, Stella Timotheou, Fedra Vantaraki, Emmanuella Magriplis, Ming Juan, George Giorgakis, Kleri Kouppas, Miren Muñagorri, Marta Harasiuk, Efi Skoulidi, Charitini-Maria Skoulidi, Alexandra Cornea, Begoña Inchaurraga, Jaione Santurtun
article en

Abstract

This study evaluates design effectiveness in Digital Game-Based Learning (DGBL) for primary health education through systematic teacher assessment of the iLearn4Health platform. Rather than measuring educational transformation, the research investigates how DGBL design principles influence user engagement patterns and platform usability as evaluated by education professionals. The study contributes to design optimization frameworks for primary school digital health education applications by examining the distinction between DGBL and superficial gamification approaches in creating engaging educational interfaces. The iLearn4Health platform underwent comprehensive design evaluation by 337 teachers across 24 schools in five European countries (Greece, Cyprus, Romania, Poland, and Spain). Teachers served as design evaluators rather than end-users, assessing platform engagement mechanisms through systematic interaction analysis. The study employed multiple statistical approaches-descriptive analysis, correlation analysis, ANOVA, regression modeling, and cluster analysis-to identify design engagement patterns and their predictors, tracking completion rates, progress trajectories, and interaction time as indicators of design effectiveness. Design evaluation revealed a distinctive bimodal engagement distribution, with 52.8% of teacher-evaluators showing limited platform exploration (progress ratio 0.0-0.2) and 35.3% demonstrating comprehensive design assessment (progress ratio 0.8-1.0). A strong positive correlation (r = 0.95, <i>p</i> < 0.001) between time spent and steps completed indicated that design elements successfully sustained evaluator engagement. Multiple regression analysis identified initial design experience as the strongest predictor of continued engagement (β = 0.479, <i>p</i> < 0.001), followed by country-specific implementation factors (Romania vs. Cyprus, β = 0.183, <i>p</i> = 0.001) and evaluator age (β = 0.108, <i>p</i> = 0.049). Cluster analysis revealed three distinct evaluator profiles: comprehensive design assessors (35.3%), early design explorers (52.8%), and selective feature evaluators (11.9%). Cross-national analysis showed significant variations in design engagement, with Romania demonstrating 53% higher average progress ratios than Cyprus (0.460 vs. 0.301, <i>p</i> < 0.01). Teacher evaluation validates effective design implementation in the iLearn4Health platform for creating engaging primary health education experiences. The platform successfully demonstrates DGBL design principles that integrate health concepts into age-appropriate interactive environments, distinct from gamification approaches that merely overlay game elements onto existing content. Identifying initial engagement as the strongest predictor of sustained interaction highlights the critical importance of onboarding design in determining user experience outcomes. While this study establishes design engagement effectiveness through educator assessment, actual educational transformation and student learning outcomes require future implementation studies with primary school populations. The design validation approach provides essential groundwork for subsequent educational effectiveness research while contributing evidence-based design principles for engagement optimization in digital health education contexts.

Behavioral SciencesVol. 15(7)
Agricultural University of Athens (GR), University of Patras (GR), University of Economics and Innovation (PL), Biogipuzkoa Health Research Institute (ES)
European Commission
Quality Education
Openalex Percentile: Top 85%
Educational Games and Gamification
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