Play, learn, thrive: The impact of mobile games on health education for teens
Traditional adolescent health education relies heavily on textbooks, lectures, and printed materials, which may not effectively engage today’s tech-savvy youth. Studies have shown that digital learning tools, particularly mobile games, can provide a more interactive and engaging experience, increasing knowledge retention and behavioral change.
In an era where adolescents are increasingly engaged with digital technologies, educators and health professionals are exploring innovative ways to deliver critical health information. Traditional methods of teaching adolescent health often struggle to capture young people's attention, making it imperative to integrate engaging and interactive learning tools into education. One such tool is game-based learning, which combines education with entertainment to create a compelling and effective learning experience.
A recent study titled "Evaluating the Effectiveness of Mobile Game-Based Learning for Raising Adolescent Health Awareness: The Case of 'AHlam Na 2.0'" by Noel Caliston from Iloilo State University of Fisheries Science and Technology, published in the Indonesian Journal of E-Learning and Multimedia (IJOEM), investigates the role of a mobile game in enhancing adolescent health awareness in the Philippines. The study employs a single-group pretest-posttest design to assess how playing AHlam Na 2.0, a mobile game designed for health education, impacts students' knowledge and attitudes toward adolescent health issues.
This research is particularly significant in the context of adolescent sexual health education, an area where conventional teaching methods often fail to engage young learners. By analyzing the effectiveness of game-based learning, the study provides critical insights into how gamification can improve knowledge retention and promote informed decision-making among adolescents.
The growing role of game-based learning in health education
Traditional adolescent health education relies heavily on textbooks, lectures, and printed materials, which may not effectively engage today’s tech-savvy youth. Studies have shown that digital learning tools, particularly mobile games, can provide a more interactive and engaging experience, increasing knowledge retention and behavioral change. The AHlam Na 2.0 game, developed as a collaboration between Iloilo State University of Fisheries Science and Technology and the Commission on Population and Development (POPCOM) in Region VI, is designed to educate adolescents on crucial health topics such as reproductive health, mental well-being, and healthy relationships. Unlike traditional learning methods, this game provides an interactive platform where students can actively participate in their learning process.
One of the key strengths of game-based learning is its ability to make complex topics more accessible and engaging. Players interact with game challenges, quizzes, and real-life scenarios, reinforcing health concepts in a way that is both enjoyable and educational. Research indicates that when students enjoy the learning process, they are more likely to retain information and apply it in real life.
Measuring the impact of game-based learning
The study involved 40 junior high school students aged 12 to 17 years from a randomly selected school in the Philippines. Participants were first given a pretest to assess their baseline knowledge of adolescent health topics. They were then instructed to download and play AHlam Na 2.0 over a one-week period, engaging with various in-game levels designed to teach critical health concepts. After playing the game, the students took a post-test, which measured any changes in their understanding and attitudes toward health-related topics. A learning satisfaction questionnaire was also distributed to assess their engagement, enjoyment, and perceived learning outcomes.
The study's results showed a notable improvement in adolescent health knowledge after playing AHlam Na 2.0. Students’ post-test scores were significantly higher than their pretest scores, indicating that game-based learning effectively enhanced their knowledge. Even students who engaged less intensively with the game demonstrated a marked improvement in their understanding of health topics. The game successfully captured students’ interest, with many reporting that the interactive nature of the game made learning more enjoyable compared to traditional classroom instruction.
Further analysis showed that students who reached higher game levels (beyond Level 10) demonstrated greater knowledge gains, suggesting that continued engagement with the game leads to deeper learning and retention. Most participants rated AHlam Na 2.0 highly in terms of ease of use, effectiveness, and engagement. The game’s design, which includes interactive quizzes, customizable avatars, and reward systems, contributed to its positive reception.
Challenges, implications and future research
Despite the game’s effectiveness, some challenges were identified. While students enjoyed the game, their intention to continue using it beyond the study period varied, indicating a need for more long-term engagement strategies. Some students suggested adding more features, levels, and incentives to keep the gameplay fresh and engaging. Additionally, the study focused on a limited sample, and the researchers recommended expanding the research to a larger and more diverse population to better understand the game's long-term impact.
The findings suggest that game-based learning should be integrated into adolescent health education curricula, particularly in regions where traditional teaching methods fail to engage students effectively. Given that most adolescents in the Philippines own smartphones, incorporating mobile games into health education strategies could provide a scalable, low-cost, and engaging approach to delivering essential health information. Future research should explore the long-term impact of game-based learning on health behaviors and decision-making, expand the study to different demographic groups to assess cultural and regional variations, and enhance game features to ensure sustained engagement and deeper learning experiences.
- FIRST PUBLISHED IN:
- Devdiscourse

