Repository logo
Communities & Collections
Research Outputs
Fundings & Projects
People
Statistics
New user? Click here to register.Have you forgotten your password?
  1. Home
  2. CRIS
  3. Publications
  4. FLAG: Fatty Liver Awareness Game for Liver Health Literacy in Last-Semester Software Engineering Students
Details

FLAG: Fatty Liver Awareness Game for Liver Health Literacy in Last-Semester Software Engineering Students

Journal
Multimodal Technologies and Interaction
Date Issued
2026-05-01
Author(s)
Parrales-Bravo, Franklin
Borbor-Albay, José
Jadán Guerrero, Janio  
Centro de Investigación de Ciencias Humanas y de la Educación  
Vasquez-Cevallos, Leonel
Type
Article
DOI
10.3390/mti10050048
URL
https://cris.indoamerica.edu.ec/handle/123456789/10101
Abstract
Non-alcoholic fatty liver disease affects approximately thirty percent of the global population, yet public awareness remains dangerously low among young adults facing occupational risk factors. This study introduces the Fatty Liver Awareness Game (FLAG), an educational serious game designed to improve liver health literacy among software engineering students at the University of Guayaquil. While evaluated with this specific sample, FLAG is intended for the broader target population of young adults in developing nations who face occupational sedentary risk and limited access to preventive health education. Through a controlled experiment with fifty participants randomly assigned to game-based or traditional lecture instruction, the game demonstrated superior effectiveness, with a twenty-percentage-point advantage in post-test scores and a seventy-two percent reduction in incorrect responses compared to fifty percent in the lecture group. The large effect size (Cohen’s d = 1.43) and reduced performance variability among game participants indicate that interactive, feedback-rich learning environments can outperform passive instruction for this population and content domain. While the present design does not isolate the contribution of individual game elements—such as narrative framing, explanatory feedback, or mini-game interleaving—the results establish FLAG as a replicable model for digital health interventions targeting underserved populations at critical developmental junctures. Future component analyses are needed to determine which specific design features drive the observed advantages. © 2026 by the authors.

Investigación Indoamérica

Logo Universidad Tecnológica Indoamérica
  • Accessibility settings
  • Privacy policy
  • End User Agreement
  • Send Feedback

Hosting & Support by

Built with DSpace-CRIS software - Extension maintained and optimized by 4science

COAR Notify