| Literature DB >> 34805057 |
Rachya Kayastha1,2, Sonja Mueller1, Punam Yadav3, Ilan Kelman1,2, Andrei Boscor1, Naomi Saville2, Abriti Arjyal4, Sushil Baral4, Maureen Fordham5, Gareth Hearn3, Patty Kostkova1.
Abstract
In Low and Middle Income Countries (LMIC), one of the causes of maternal and child mortality is a lack of medical knowledge and consequently the inability to seek timely healthcare. Mobile health (mHealth) technology is gradually becoming a universal intervention platform across the globe due to ubiquity of mobile phones and network coverage. MANTRA is a novel mHealth intervention developed to tackle maternal and child health issues through a serious mobile game app in rural Nepal, which demonstrated a statistically significant knowledge improvement in rural women. This paper explores the perceptions and usability of the MANTRA app amongst rural women and Female Community Health Volunteers (FCHVs) in Nepal. Despite the challenges of a target user group with limited educational levels and low smartphone experience, all participants viewed the MANTRA app with approval and enthusiasm. They were willing to engage further with the mHealth intervention and to share their experience and knowledge with fellow community members. Participants also showed an increase in awareness of danger signs enabling them to make better informed health decisions in the future. FCHVs viewed the app as a validation tool providing and support for greater impact of their efforts in rural Nepal. Growing mobile ownership, network coverage and availability of smartphones along with acceptance of the prototype MANTRA app in rural communities suggest encouraging prospects for mHealth interventions to be incorporated in the national health infrastructure in Nepal and other LMICs.Entities:
Keywords: LMIC; educational game; knowledge gain; mHealth; maternal health; neonatal health; serious games
Mesh:
Year: 2021 PMID: 34805057 PMCID: PMC8603420 DOI: 10.3389/fpubh.2021.645837
Source DB: PubMed Journal: Front Public Health ISSN: 2296-2565
Figure 1Mobile Cellular Subscriptions in South Asia in 2016. Data used under CC BY-4.0 www.creativecommons.org/licenses/by/4.0 (29).
Figure 2Mobile subscriptions data extrapolated from NTA Reports 2009–2018 [modified from NTA (30)].
Figure 3Opensignal 2G/3G/4G coverage map of Nepal (33).
Figure 4Mind Map to organize data.
Demographics of participants in target audience.
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|---|---|---|---|
| Phone ownership | Smartphone | 27 | 44% |
| Basic mobile phone | 28 | 46% | |
| None | 6 | 10% | |
| Age | 18–34 years | 21 | 34% |
| 35–60 years | 40 | 66% | |
| Education | None or informal | 19 | 31% |
| Some education | 42 | 69% | |
| Gender | Female | 61 | 100% |
| Community role | FCHV | 30 | 49% |
| Community Women | 31 | 51% | |
| Village | Chandenimandan | 17 | 28% |
| Chyamrangbesi | 20 | 33% | |
| Imadol | 7 | 11% | |
| Siddhipur | 17 | 28% |
Themes derived from the data.
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|---|---|---|---|
| Knowledge from mHealth | Decision making | Use of ambulance for transport | 20 |
| Hospital visit for severe case | 33 | ||
| Game as aid in deciding | 34 | ||
| Knowledge gain | Identification of danger signs | 42 | |
| Ease of learning with game | 6 | ||
| Limited literacy individuals learning through games | 15 | ||
| Potential of mHealth | Assisting community | Community-level help | 27 |
| Teaching assistance | Novel approach of teaching | 9 | |
| Facilitation in education others | 38 | ||
| Validation | Verification of diagnosis | 2 | |
| Reassurance and trust | 4 | ||
| Recall information for FCHVs | 7 | ||
| Perception of mHealth | Gratification | Fun but raises awareness | 4 |
| Willingness to play more | 12 | ||
| Familiarity | Information from work | 7 | |
| Relevant for FCHVs | 6 | ||
| General impressions | Change in perception about phones | 1 | |
| Gradual process of learning | 18 | ||
| People's possible opinion | 29 | ||
| Community and male involvement | 5 | ||
| Recommendations | 28 | ||
| Hurdles | Mobile phone as foreign | 19 | |
| Identical subject matter | 2 | ||
| Problem with picture quality | 10 |