| Literature DB >> 35059686 |
James Douglas Sinnatwah1, Hajah Kenneh1, Alvan A Coker1, Wahdae-Mai Harmon-Gray1,2, Joelyn Zankah1, Liam Day3, Emma Hubbell3, Michael J Murphy3, Mandy Izzo4, David Kong4, Peter Sylwester4, Qinghua Long4, Elena Bertozzi3, Laura A Skrip1.
Abstract
Innovative game-based training methods that leverage the ubiquity of cellphones and familiarity with phone-based interfaces have the potential to transform the training of public health practitioners in low-income countries such as Liberia. This article describes the design, development, and testing of a prototype of the Figure It Out mobile game. The prototype game uses a disease outbreak scenario to promote evidence-based decision-making in determining the causative agent and prescribing intervention measures to minimize epidemiological and logistical burdens in resource-limited settings. An initial prototype of the game developed by the US team was playtested and evaluated by focus groups with 20 University of Liberia Masters of Public Health (UL MPH) students. Results demonstrate that the learning objectives-improving search skills for identifying scientific evidence and considering evidence before decision-making during a public health emergency-were considered relevant and important in a setting that has repeatedly and recently experienced severe threats to public health. However, some of the game mechanics that were thought to enhance engagement such as trial-and-error and choose-your-own-path gameplay, were perceived by the target audience as distracting or too time-consuming, particularly in the context of a realistic emergency scenario. Gameplay metrics that mimicked real-world situations around lives lost, money spent, and time constraints during public health outbreaks were identified as relatable and necessary considerations. Our findings reflect cultural differences between the game development team and end users that have emphasized the need for end users to have an integral part of the design team; this formative evaluation has critically informed next steps in the iterative development process. Our multidisciplinary, cross-cultural and cross-national design team will be guided by Liberia-based public health students and faculty, as well as community members who represent our end user population in terms of experience and needs. These stakeholders will make key decisions regarding game objectives and mechanics, to be vetted and implemented by game design experts, epidemiologists, and software developers.Entities:
Keywords: Liberia; evidence-based decision making; mobile game-based learning; participatory design processes; public health frontlines; research utilization
Year: 2022 PMID: 35059686 PMCID: PMC8763845 DOI: 10.3389/fdgth.2021.788557
Source DB: PubMed Journal: Front Digit Health ISSN: 2673-253X
Figure 1Feedback emphasizing learning goals in the prototype. Players encounter feedback screens (A) that emphasize how identifying and/or utilizing evidence can improve public health outcomes, even with fewer resources used in the process. To ensure that this goal is emphasized explicitly and upfront, an introductory screen will be introduced (B) at the start of the scenario during the next iteration of the scenario.
Figure 2Screenshot of a decision point in the prototype. Players are presented with a short quantitative research finding and then asked to initiate a decision about intervention through a process of elimination. Focus group participants identified such processes as unnecessarily indirect and time-consuming. Our next steps will reduce the number of decision points, such that players will see all research findings at once and proceed to select the most evidence-supported decision.
Figure 3Sequence from the Search Savvy Minigame. In the original prototype, players are prompted to first search for key symptoms identified in the epidemiological investigation (A). They then receive feedback to search again, this time using quotation marks (applied through the use of a button labeled “Require” in the second step) around critical search terms that must be included in the search (B). To address feedback, the team has suggested that the first screen of the minigame contain the “Require” button, initially with flashing color and a pop-up hint encouraging players to click “Require” before selecting each symptom.