Process Evaluation and Experience Sharing on Utilizing Information Communication Technologies and Digital Games in a Large Community Family Health Event: Hong Kong Jockey Club SMART Family-Link Project.

Process Evaluation and Experience Sharing on Utilizing Information Communication Technologies and Digital Games in a Large Community Family Health Event: Hong Kong Jockey Club SMART Family-Link Project.
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DOI:
10.3389/fpubh.2020.579773
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发表时间:
2020
影响因子:
5.2
通讯作者:
Lam TH
Lam TH
中科院分区:
医学3区
文献类型:
--
作者:
Sit SMM;Lai AYK;Kwok TO;Wong HW;Wong YL;Lam EYW;Chan JYW;Kong FSW;Cham K;Ng CKK;Yip T;Tsui TSY;Wong CM;Wong BCL;Tang WY;Yam PW;Chui M;Wan A;Kwok YK;Lam TH

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背景:信息通信技术(ICT)越来越多地应用于健康促进,但整合具有挑战性,涉及复杂的过程。经常举办大型社区健康促进活动,但很少对经验和过程进行评估和公布。没有报告描述和系统评价使用数字游戏的信息和通信技术支持的健康促进活动。目的:我们评估了一个大型社区家庭健康促进活动的发展和实施情况,该活动融合了信息和通信技术,通过学术界(香港大学)和社会(家庭)服务部门的合作促进家庭幸福,并收集参与者和社会服务工作者的反馈。方法:我们(I)进行系统的过程评估,(Ii)对参与者的满意度和反馈进行现场问卷调查,(Iii)从社会工作者那里收集关于使用新技术、数字游戏设计和整体体验的事后定性反馈。结果:由12个非政府社会服务组织和学术界在展位上设计并运行了14款数码游戏。使用了四种游戏技术:色度键(绿屏)、体感(Kinect和Leap动作技术)、增强现实和虚拟现实。1365人参加了这一活动,来自454个家庭的1257人被招募,并通过12个非政府组织进行了预先登记。约39.3%为男性,超过一半(53.3%)年龄在18岁及以上。记录下来的游戏摊位人数约为3487人。使用虚拟现实、Kinect运动和绿屏技术的游戏最受欢迎。平均游戏满意度得分很高(4.5分,满分5分)。社会服务工作者报告了在健康促进中使用新技术的积极经验,并对未来涉及更多信息和通信技术的合作感兴趣。结论:我们的系统评估表明,在健康促进活动中成功地整合了ICT组件。这很可能是此类活动中的第一次,作为跨学科共同分享和共同学习新技术的能力建设和知识转让平台。它为进一步的学术和社会服务伙伴关系奠定了坚实的基础,并应成为类似社区活动及其评价的有益模式。有必要在社会服务组织中进一步开发和整合信息和通信技术,以促进健康,并进行全面评估。
Background: Information communication technologies (ICT) are increasingly used in health promotion, but integration is challenging and involves complex processes. Large community health promotion events are often held but the experiences and processes have rarely been evaluated and published. No reports have described and systematically evaluated an ICT-supported health promotion event using digital games. Objective: We evaluated the development and implementation of a large community family health promotion event with ICT integration to promote family happiness with collaboration between academia (The University of Hong Kong) and the social (family) service sector, and collected feedback from participants and social service workers. Methods: We (i) conducted a systematic process evaluation, (ii) administered an on-site questionnaire survey on participant satisfaction and feedback, and (iii) collected post-event qualitative feedback from social workers on using new technologies, digital game design and overall experiences. Results: Fourteen digital games were designed and run in booths at the event by 12 non-governmental social service organizations and academia. Four gaming technologies were utilized: chroma key (green screen), somatosensory (kinect and leap motion techniques), augmented reality and virtual reality. 1,365 participants joined the event, in which 1,257 from 454 families were recruited and pre-registered through 12 NGOs. About 39.3% were male and more than half (53.3%) were aged 18 years and above. About 3,487 game booth headcounts were recorded. Games using virtual reality, kinect motion and green screen technologies were most liked. The average game satisfaction score was high (4.5 out of 5). Social service workers reported positive experiences with using new technologies in health promotion, and interests in future collaborations involving more ICT. Conclusions: Our systematic evaluation showed successful integration of ICT components in the health promotion event. This event, most likely the first of its kind, served as a capacity building and knowledge transfer platform for interdisciplinary co-sharing and co-learning of new technologies. It provided a solid foundation for further academic and social service partnerships and should be a useful model for similar community events and their evaluation. Further development and integration of ICT for health promotion among social service organizations with comprehensive evaluation are warranted.
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影响因子: 12.7
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