Quantitative analysis identifies improvements in knowledge levels from game-based education for hypertensive patients, suggesting its viability in self-care education.
ackground: Hypertension is a significant risk factor for cardiovascular and cerebrovascular diseases and is the focus of ongoing global research. In Indonesia, it is a leading cause of death and ranks among the top ten health issues in Yogyakarta. This study addresses the problem of inadequate knowledge about hypertension, which may result in poor self-care behaviour among patients. Several references suggest that using educational games enhances hypertensive patients' knowledge effectively. Therefore, this research aims to determine the effectiveness of game-based education interventions on knowledge levels among hypertensive patients. Methods: A quantitative analytical descriptive study was conducted involving forty-eight hypertensive patients who were purposively selected from a public health centre in Yogyakarta. These patients participated in an educational intervention for one week.
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Pujiastuti et al. (2025) studied this question.
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