Development and Evaluation of an Interactive Online Game-Based Learning Program on Knowledge, Attitudes, Subjective Norms, Perceived Behavioral Control, and Intention to Use E-Cigarettes among Lower Secondary School Students

Authors

  • Pramote Thangkratok Department of Community Health Nursing, Srisavarindhira Thai Red Cross Institute of Nursing, Thai Red Cross Society, Bangkok, Thailand https://orcid.org/0000-0001-8169-411X
  • Thepwinphan Theppitak Faculty of Education, Chulalongkorn University, Bangkok, Thailand
  • Panasun Ngamsirijit Faculty of Engineering, Chulalongkorn University, Bangkok, Thailand
  • Natchaya Palacheewa Department of Community Health Nursing, Srisavarindhira Thai Red Cross Institute of Nursing, Thai Red Cross Society, Bangkok, Thailand
  • Pornpimol Apartsakun Department of Maternal-Newborn Nursing and Midwifery, Srisavarindhira Thai Red Cross Institute of Nursing, Thai Red Cross Society, Bangkok, Thailand
  • Supavit Manusook Vajiravudh College, Bangkok, Thailand
  • Chatpeerat Songsoontorn Vajiravudh College, Bangkok, Thailand
  • Watcharin Satjamukda Vajiravudh College, Bangkok, Thailand
  • Phattharaphon Udson Vajiravudh College, Bangkok, Thailand
  • Atiphan Rattanakarn Vajiravudh College, Bangkok, Thailand

DOI:

https://doi.org/10.33192/smj.v78i10.282775

Keywords:

Electronic nicotine delivery systems, vaping, adolescents, students, prevention program, intention

Abstract

Objective: This study aimed to examine the effectiveness of an interactive online game-based learning program on knowledge, attitudes, subjective norms, perceived behavioral control, and intention to use e-cigarettes among lower secondary school students.

Materials and Methods: A quasi-experimental study was conducted in two lower secondary schools, with one school assigned to the intervention condition and the other to the comparison condition. Ninety-three students participated (intervention, n = 47; comparison, n = 46). Knowledge, attitudes, subjective norms, perceived behavioral control, and intention to use e-cigarettes were assessed at pretest, posttest, and follow-up. Longitudinal changes were analyzed using repeated-measures models. Because each condition included only one school, between-group findings were considered exploratory and may reflect school-level effects.

Results: Compared with the comparison school, students in the intervention school showed greater improvements in knowledge at posttest and follow-up. Attitudes, subjective norms, and intention scores decreased at both assessments, indicating less favorable attitudes toward e-cigarette use, lower perceived social pressure to use e-cigarettes, and lower intention to use e-cigarettes. Perceived behavioral control showed little immediate change but increased at follow-up.

Conclusion: Participation in the interactive online game-based learning program was associated with favorable changes in knowledge and psychosocial determinants related to e-cigarette use. However, the observed differences cannot be separated from school-level effects. Studies involving multiple schools in each condition are needed to confirm intervention effectiveness.

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Published

01-10-2026

How to Cite

Thangkratok, P., Theppitak, T., Ngamsirijit, P., Palacheewa, N., Apartsakun, P., Manusook, S., Songsoontorn, C., Satjamukda, W., Udson, P., & Rattanakarn, A. (2026). Development and Evaluation of an Interactive Online Game-Based Learning Program on Knowledge, Attitudes, Subjective Norms, Perceived Behavioral Control, and Intention to Use E-Cigarettes among Lower Secondary School Students. Siriraj Medical Journal, 78(10), 735–747. https://doi.org/10.33192/smj.v78i10.282775

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