Designing A Digital Game for Early Health Education: A Mixed-Method Study with Young Children

Abstract Book of the 3rd World Conference on Education

Year: 2026

[PDF]

Designing A Digital Game for Early Health Education: A Mixed-Method Study with Young Children

Dr. Eleni Tsami

ABSTRACT:

The COVID-19 pandemic underscored the need for innovative, age-appropriate pedagogical approaches capable of introducing complex public health concepts to young learners. Early childhood education requires experiential, play-centered methodologies that support cognitive understanding while addressing emotional and social dimensions of learning. This study presents the design, implementation, and evaluation of a cross-platform educational digital game developed for children aged 6–8 years. The game, available on PC, Android, and iOS, introduces fundamental preventive health measures — including mask use, hygiene practices, and social distancing — through interactive play activities grounded in principles of Digital Game-Based Learning (DGBL).
A mixed-method research design was employed. Data were collected from 108 students using structured classroom observation and age-appropriate questionnaires. The evaluation focused on engagement indicators (interest, enjoyment, and replay intention) as well as children’s perceived understanding of protective health behaviors.
Findings indicate high levels of engagement and enjoyment, strong willingness to replay the game, and improved awareness of preventive behaviors as expressed by the children. Observational data further revealed positive peer interaction and collaborative engagement during gameplay.
The results support Digital Game-Based Learning as a promising tool for early health education, demonstrating both cognitive and social benefits. The study contributes to the growing body of research on serious games in early childhood and highlights the potential of interactive digital environments in fostering foundational health literacy.

Keywords: Digital Game-Based Learning (DGBL), Early Childhood Education, Health Education, Serious Games, COVID-19 Preventive Behaviors