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ORIGINAL RESEARCH article

Front. Public Health

Sec. Public Health Education and Promotion

Volume 13 - 2025 | doi: 10.3389/fpubh.2025.1574647

Gamified interventions to improve the knowledge, attitude and practice on rational use of antibiotics among school children in Mysuru, South India, to curb the growing antimicrobial resistance (AMR)

Provisionally accepted
  • JSS Medical College & Hospital, JSS Academy of Higher Education and Research, Mysore, India

The final, formatted version of the article will be published soon.

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%. Commented [ym1]: Reviewer 1: 1 st comment 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.

Keywords: antimicrobial resistance, Fun-filled learning, Gamified interventions, knowledge, Awareness and Practice on Antibiotic use, Rational use of antibiotics. Commented [ym2]: Introduction revised as per reviewer-Commented [ym7]: Reviewer 3 Commented [ym8]: Reviewer 3

Received: 12 Feb 2025; Accepted: 30 Jun 2025.

Copyright: © 2025 Mahadevaiah, Shettar, Maheshwarappa, Megha, G S, Shylaja Eshwarappa and S C. This is an open-access article distributed under the terms of the Creative Commons Attribution License (CC BY). The use, distribution or reproduction in other forums is permitted, provided the original author(s) or licensor are credited and that the original publication in this journal is cited, in accordance with accepted academic practice. No use, distribution or reproduction is permitted which does not comply with these terms.

* Correspondence: Sumana Mahadevaiah, JSS Medical College & Hospital, JSS Academy of Higher Education and Research, Mysore, India

Disclaimer: All claims expressed in this article are solely those of the authors and do not necessarily represent those of their affiliated organizations, or those of the publisher, the editors and the reviewers. Any product that may be evaluated in this article or claim that may be made by its manufacturer is not guaranteed or endorsed by the publisher.