Gamified education improves antibiotic knowledge and practices in 2,195 students, indicating a crucial approach against antimicrobial resistance.
Background Antimicrobial resistance (AMR) is a global emergency, and the general public and School children are limited in their awareness of the rational use of antibiotics. Gamified education can effectively address this issue. This study aimed to improve knowledge, attitudes, and practices regarding rational antibiotic use through innovative games. Methodology A gamified educational intervention was conducted with 2,195 high school students (13–16 years) in Mysuru, South India. The session included a blackboard introduction to microbes and antibiotics, an animated video on irrational antibiotic use, and games like Bucketing the Ball and Monkeying with Donkey to teach when antibiotics are unnecessary (e.g., respiratory tract infections and gastroenteritis). Pre- and post-test questionnaires were administered and analysed. Results Results showed significant improvements: knowledge of antibiotic effects increased from 2.5 to 82.5%; understanding of antibiotics for bacterial infections rose from 11.5 to 82.5%; awareness of when to avoid antibiotics for common infections improved from 5.1 to 96.77%; and awareness of their use for urinary, skin, and soft tissue infections increased from 19.6 to 90.38%. Practices like not buying antibiotics without a prescription and completing the course improved from 20.3 to 91.92%. Conclusion Gamified education effectively enhances knowledge, awareness, and practice of rational antibiotic use. With rising AMR, such innovative interventions are crucial to educating the general public and School children, ensuring a long-lasting impact on this global issue.
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Sumana et al. (2025) studied this question.
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