Literature DB >> 33415096

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.

Shirley M M Sit1, Agnes Y K Lai2, Tai-On Kwok3, Hoi-Wa Wong1, Yiu-Lun Wong3, Eliza Y W Lam4, Judy Y W Chan5, Florence S W Kong6, Kerin Cham7, Charles K K Ng8, Teresa Yip9, Terry S Y Tsui10, Chiu-Man Wong11, Bell C L Wong12, Wai-Yan Tang13, Pui-Wah Yam14, Macy Chui1, Alice Wan1, Yu-Kwong Kwok3, Tai-Hing Lam1.   

Abstract

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.
Copyright © 2020 Sit, Lai, Kwok, Wong, Wong, Lam, Chan, Kong, Cham, Ng, Yip, Tsui, Wong, Wong, Tang, Yam, Chui, Wan, Kwok and Lam.

Entities:  

Keywords:  community event; family happiness; health promotion; information and communication technologies; social services

Mesh:

Year:  2020        PMID: 33415096      PMCID: PMC7783326          DOI: 10.3389/fpubh.2020.579773

Source DB:  PubMed          Journal:  Front Public Health        ISSN: 2296-2565


  21 in total

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Journal:  Bull World Health Organ       Date:  2012-05-01       Impact factor: 9.408

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Journal:  Health Inf Manag       Date:  2013       Impact factor: 3.185

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Journal:  Soc Work Health Care       Date:  2014-10

6.  ICT and the future of health care: aspects of health promotion.

Authors:  Daniela Haluza; David Jungwirth
Journal:  Int J Med Inform       Date:  2014-09-28       Impact factor: 4.046

7.  Information and Communication Technologies in Social Work.

Authors:  Brian E Perron; Harry O Taylor; Joseph E Glass; Jon Margerum-Leys
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Authors:  Michael J Coons; Andrew Demott; Joanna Buscemi; Jennifer M Duncan; Christine A Pellegrini; Jeremy Steglitz; Alexander Pictor; Bonnie Spring
Journal:  Curr Cardiovasc Risk Rep       Date:  2012-04

9.  Serious Gaming and Gamification Education in Health Professions: Systematic Review.

Authors:  Sarah Victoria Gentry; Andrea Gauthier; Beatrice L'Estrade Ehrstrom; David Wortley; Anneliese Lilienthal; Lorainne Tudor Car; Shoko Dauwels-Okutsu; Charoula K Nikolaou; Nabil Zary; James Campbell; Josip Car
Journal:  J Med Internet Res       Date:  2019-03-28       Impact factor: 5.428

10.  A Brief Parenting Intervention to Enhance the Parent-Child Relationship in Hong Kong: Harmony@Home.

Authors:  Cecilia S Fabrizio; Tai Hing Lam; Malia R Hirschmann; Sunita M Stewart
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  3 in total

1.  Development and Evaluation of an Innovative Web-Based Training, Learning, and Sharing Platform for Social Workers (Hong Kong Jockey Club SMART Family-Link Project): Mixed Methods Evaluation Study.

Authors:  Michelle Man Tung Suen; Agnes Yuen Kwan Lai; Man Ping Wang; Daniel Sai Yin Ho; Tai Hing Lam
Journal:  JMIR Form Res       Date:  2022-04-28

2.  An Exploratory Trial of Brief Mindfulness-Based Zentangle Art Workshops in Family Social Services during COVID-19: Transitioning from Offline to Online.

Authors:  Shirley Man-Man Sit; Ellen Ng; Hilary Pui-Yee Ho; Peony Cheuk-Yeuk Wong; Man-Ping Wang; Sai-Yin Ho; Tai-Hing Lam; Agnes Yuen-Kwan Lai
Journal:  Int J Environ Res Public Health       Date:  2022-09-01       Impact factor: 4.614

3.  Development and evaluation of two brief digital health promotion game booths utilizing augmented reality and motion detection to promote well-being at a gerontechnology summit in Hong Kong.

Authors:  Shirley Man-Man Sit; Agnes Yuen-Kwan Lai; Tai-On Kwok; Hoi-Wa Wong; Yiu-Lun Wong; Edward Chow; Yu-Kwong Kwok; Man-Ping Wang; Sai-Yin Ho; Tai-Hing Lam
Journal:  Front Public Health       Date:  2022-09-23
  3 in total

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