Research and Reviews: A Journal of Dentistry

Game Intervention: An Innovative Teaching and Learning Strategy to Promote Oral Hygiene Among Pediatric Cancer Clients

  1. Manisha Pawar*
  2. Moullik Nirmalaya
  3. Supriya Ghanbahadur
  4. Dholam Kanchan
  5. Gurav Sandeep
  6. Prabhu Seema

Abstract

Background: Gaming is an educational strategy that facilitates visual alertness, increases attention span, and assists with memory and reasoning as well as reinforces a child’s learning in a stimulated and dynamic way. Purpose: To differentiate the game intervention and standard care on oral hygiene status among children suffering from cancer. Method: A Randomized control trial research approach is used in this study to evaluate and compare the effect of game intervention (Snakes and Ladders) and Standard care protocol in pediatric cancer clients diagnosed with ALL receiving chemotherapy. The evaluative approach was used and the design was RCT, prospective observational design. The study was done with a sample size of 94 pediatric cancer clients diagnosed with ALL receiving chemotherapy at Tata Memorial Hospital. Allocation arms are: Study Arm: Game intervention + Standard care and Control Arm: Standard care. The children in the interventional group received a game of Snakes and Ladders as an intervention while standard care continued as per hospital policy. Participants in Arm A (Study arm) will receive Game intervention (Snakes and Ladders) and standard care, while receiving chemotherapy. The children received a game on day-1 and day-7 for 10 min during the chemotherapy treatment. Results: OHI-S index scores were compared over time points at day 1st, and day 7th, after 1 and 2 months. The Mann-Whitney test was carried out and it was found to be not significant at p<0.001 level on day-1 and day-7 and it found to be significant at p<0.01 at 1 and 2 months among study arm and control arm in pediatric cancer clients. Conclusion: The game intervention significantly increases oral hygiene status among pediatric cancer clients diagnosed with ALL receiving chemotherapy. The use of game in the therapeutic measures during chemotherapy also provides caregivers awareness on treatment adherence for this age group in general.

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