The Effectiveness of an Audiovisual and Game-Based Dementia Educational Program on Healthcare Students’ Attitude: A Pre-post Comparative Study

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Authors: Dianis Wulan Sari, Haruna Kugai, Manami Takaoka, Neisya Pratiwindya Sudarsiwi, Rizki Fitryasari, Hiroshige Matsumoto, Jinyan Wu, Ike Ayunda Nasifah, Aziz Nashiruddin Habibie, Damai Arum Pratiwi, Santi Martini, Grace Lucyana Koesnadi
+5 more Faisal Adi Irawan, Muhammad Fikri Alfaruq, Noriko Yamamoto-Mitani, Eka Mishbahatul M. Has, Ayumi Igarashi
Cited by: 1
References: 25

Abstract

Audiovisual game-based education programs effectively enhance healthcare students’ attitudes toward dementia. This single-arm study aimed to adapt and translate an audiovisual game-based educational program and evaluate its effectiveness in improving Indonesian healthcare students’ attitudes towards people living with dementia (PLWD). A total of 308 nursing and public health students participated in a 90-minute program. Demographic data, attitudes, dementia knowledge, ageism, and helping intention were assessed pre- and post-intervention and analyzed using paired t-tests. The participants’ mean age was 20.3 ± 0.7 years, and 87% were women. Attitudes, dementia knowledge, and helping intention improved significantly (all p < 0.001) post-intervention. The program can effectively improve attitudes toward PLWD, making healthcare settings more supportive and dementia-friendly. It can be used as a healthcare education method to enhance attitudes toward PLWD, dementia knowledge, and helping intention. Future studies should utilize game-based education to enhance the care for PLWD.

Fields of Study & Subjects

Dementia and Cognitive Impairment Research Aging and Gerontology Research Technology Use by Older Adults

Publication details

Journal / source
Journal of Applied Gerontology
Publisher
SAGE Publications
Pages
7334648261437960–7334648261437960
Publication date
4 April 2026
Language
EN