MANTRA: development and localization of a mobile educational health game targeting low literacy players in low and middle income countries

MANTRA: development and localization of a mobile educational health game targeting low literacy players in low and middle income countries
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DOI:
10.1186/s12889-020-09246-8
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发表时间:
2020-07-28
期刊:
影响因子:
4.5
通讯作者:
Kostkova, Patty
Kostkova, Patty
中科院分区:
医学2区
文献类型:
--
作者:
Mueller, Sonja;Soriano, Delphine;Kostkova, Patty

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背景移动技术对于向偏远地区人口提供公共卫生干预措施越来越重要。这项研究开发,试点,并评估了一个严重的游戏,移动的设备,教导地质灾害,孕产妇和新生儿的健康信息。这种独特的移动健康干预措施针对的是低资源环境中的低识字率受众,是农村地区孕产妇和新生儿技术(MANTRA)项目的一部分:在尼泊尔使用移动的技术在灾害之前、期间和之后增加孕产妇和儿童健康的恢复力。MethodsThe serious game是通过伦敦和加德满都的研究人员通过电子邮件和视频电话共同创造的过程开发的,与尼泊尔当地利益相关者面对面交流。这一过程确定了核心需求,制定了适当的象形图和机制,并根据当地文化背景调整了试点严肃游戏。在第三省的农村和加德满都郊区进行了评价并从最终用户那里得到反馈。实地评价会议采用了混合方法。研究人员观察游戏,并举行焦点小组讨论,以引起定性的反馈,并了解参与,动机和可用性,并进行了配对的前和游戏后的知识assessment.ResultsThe MANTRA严重的游戏是上下文尼泊尔农村。该游戏通过与即时音频和视频反馈的图片匹配,在三个模块中教授28个学习目标:孕产妇健康,新生儿健康和地质灾害。从焦点小组的用户反馈表现出高参与度,动机,和可用性的game.ConclusionsThis MANTRA研究是一个独特的移动健康干预的一个严重的游戏教核心健康和地质灾害的消息,低识字率的观众在尼泊尔农村。虽然移动的游戏是为这一特定背景量身定制的,但开发过程和见解可以转移到其他基于游戏的干预措施的开发中,并适用于世界任何地方。成功地针对这一低识字率和文盲的观众,使MANTRA开发过程成为同类产品中的第一个,也是一种新的研究奋进,具有广泛的影响和采用的潜力,随后进一步的游戏开发。试验注册本项目得到了英国伦敦大学学院伦敦伦理委员会[10547/001]和加德满都尼泊尔健康研究理事会的批准,尼泊尔[Reg. No. 105/2017].所有参与者均提供了知情同意书。
BackgroundMobile technology is increasingly important for delivering public health interventions to remote populations. This research study developed, piloted, and assessed a serious game for mobile devices that teaches geohazard, maternal, and neonatal health messages. This unique mHealth intervention aimed at low-literacy audiences in low resource settings is part of the Maternal and Neonatal Technologies in Rural Areas (MANTRA) project: Increasing maternal and child health resilience before, during, and after disasters using mobile technology in Nepal.MethodsThe serious game was developed through a co-creation process between London and Kathmandu based researchers by email and video-calling, and face-to-face with local stakeholders in Nepal. The process identified core needs, developed appropriate pictograms and mechanics, and tailored the pilot serious game to the local cultural context. Evaluations and feedback from end users took place in rural villages and suburban Kathmandu in Province Three. Field evaluation sessions used mixed methods. Researchers observed game play and held focus group discussions to elicit qualitative feedback and understand engagement, motivation, and usability, and conducted a paired pre- and post-game knowledge assessment.ResultsThe MANTRA serious game is contextualized to rural Nepal. The game teaches 28 learning objectives in three modules: maternal health, neonatal health, and geohazards, through picture matching with immediate audio and visual feedback. User feedback from focus groups demonstrated high engagement, motivation, and usability of the game.ConclusionsThis MANTRA study is a unique mHealth intervention of a serious game to teach core health and geohazards messages to low-literacy audiences in rural Nepal. Although the mobile game is tailored for this specific context, the developmental process and insights could be transferable to the development of other games-based interventions and contextualized for any part of the world. Successfully targeting this low-literacy and illiterate audience makes the MANTRA development process the first of its kind and a novel research endeavor with potential for widespread impact and adoption following further game development.Trial registrationThis project was approved by the University College London Ethics Committee in London, United Kingdom [10547/001], and the Nepal Health Research Council in Kathmandu, Nepal [Reg. No. 105/2017]. All participants provided informed written consent.