| Literature DB >> 35548258 |
Joshua W Pate1, Lauren C Heathcote2, Laura E Simons2, Hayley Leake3, G Lorimer Moseley3,4.
Abstract
Engaging youth in evidence-based health education has the capacity to positively impact their experiences of health and illness across the lifespan. In particular, pain science education is now an established part of the treatment arsenal for persistent pain conditions in adults, and there are calls to build educational resources for youth with pain. In this paper, we argue that high-quality online animated videos are a potentially excellent medium to engage youth at a mass level in pain science education. We present and compare two collaborations between clinician-scientists and industry to create and disseminate online animated videos for pain science education ("Mysterious Science of Pain" and "Tame the Beast"). We discuss the advantages, disadvantages, and methods of evaluation for each approach, as well as summarizing overall lessons learned. We provide this information as a guiding framework for clinician-scientists to collaborate with industry in building engaging and impactful health education resources for young people.Entities:
Keywords: YouTube; call to action; online animated videos; pain science education; pediatric pain
Year: 2020 PMID: 35548258 PMCID: PMC8975222 DOI: 10.1002/pne2.12015
Source DB: PubMed Journal: Paediatr Neonatal Pain ISSN: 2637-3807
Comparison of two approaches for creating online animated videos of pain science education
| Variable | TED‐Ed mysterious science of pain | Tame the beast |
|---|---|---|
| Initial clinical purpose | To supplement face‐to‐face pain science education | To inspire research‐based action in the treatment of pain |
| Author of first draft (content expert) | JWP | GLM & D. Moen |
| Ownership | TED‐Ed | GLM & D. Moen |
| Cost | Nil to content expert | $60 000 AUD (50/50 private and unrestricted grant contribution) |
| Team | Educator, voice narrator, animators, factchecker, audio—all contribute for free and the director and producers are employed by TED‐Ed | Private media company (Sam Chisolm Creative): market research, concept and strategy development, production. Narrator (GLM) |
| Number of hours provided by the content expert |
Draft script—2 h Ongoing input throughout development—approximately 5 h |
Education of concept to creative team—14 h Narration—1 h |
| Time from idea to publishing | 6 mo | 12 mo |
| Online reach | 1 305 000 | 960 000 |
| Offline reach (estimated view count) | Unknown | 4 200 000 |
| “Next step for the viewer” when viewed on the host website | Attached online “lessons” for each video with quizzes, links and more info—targeted at school children | Tame the Beast website very clearly advertised within video as a “next step,” discuss with health professional |
| Dissemination | Social media, particularly via key organisations, leading experts, consumer groups and advocacy groups, public health services |
Total online reach is a result of the addition of view counts on the video's host website, YouTube and Facebook (publicly available).
G.LM estimated offline view count via known hospital waiting room and private practice loops, and third‐party websites, based on 10% of people in waiting rooms known to have it looping watching it, that is, 10% of 8% (for most, TTB takes up 5 min of an hour‐long loop; some the loops are 30, 40, 46, and 52 min, but I have based figure on longest and most common loop length) of waiting room visitors.
FIGURE 1YouTube thumbnail images for (A) “Mysterious Science of Pain” and (B) “Tame the Beast”
FIGURE 2The timeline for the development and production of the (A) Tame the Beast and (B) TED‐Ed Mysterious Science of Pain videos. The multiple drafts in this process were guided by both the TED‐Ed team refining the language to be more concise, and JWP refining the science by providing citations for every phrase of the script
FIGURE 3A, Online view counts of “Tame the Beast” and “Mysterious Science of Pain” (as of October 21, 2019) across three platforms. B, Online view counts on YouTube of “Mysterious Science of Pain” across time, as an example of the typical shape of view count trendlines
Lessons learned, and related practical and conceptual tips
| Lesson learned | Practical/conceptual tips |
|---|---|
| Know your purpose: a creative team relies on you articulating clearly what it is you want to achieve |
Spend time clarifying why you are creating a video. There are many options, for example: to supplement your clinical work, to prevent people needlessly seeking care, to express your own creativity, to provide a post‐discharge resource, to boost your individual or business profile among potential clients or referrers, to undertake research, to spread your message as widely as possible beyond your own networks, to supplement your other efforts at education, to leave a legacy |
| Know your message: a creative team relies on you articulating clearly what you know and want to share. Remember you are the content expert |
Spend time clarifying what exactly you want the viewer to understand. It might be a particular concept(s), or a learning or behavioral outcome. Consider learning or behavioral objectives and the difference between them. For example, a learning objective might be: “After watching this video, the viewer will understand why walking is good for you”; a behavioral objective might be “the viewer will ask their clinician about a walking program.” |
| Know your audience |
Be clear on who it is you hope will watch your video. Understand their cognitive capacity, clinical, cultural, language and literacy characteristics and their likely use of technology. Specific pediatric age groups have different developmental understandings of science, and therefore, both language and animation styles need to be appropriately designed and tested. Seek advice on managing cognitive load—avoid the temptation to include “too much information.” Pilot the content with the intended target audience during the development process and the final product prior to external release |
| Be clear on ownership and final approval |
Understand at the outset what authority each contributor has over the final product and how this will be presented, if at all, to the viewer. For the Mysterious Science of Pain, TED‐Ed own the content and thus final approval, but they also acknowledge the content expert. If you or your partners fund a bespoke creation, such as Tame the Beast, then you establish a bespoke agreement on ownership, and thus final approval and acknowledgements Portions of content that are publicly available on YouTube can be used as part of research projects when properly attributed to the content owner, however, modifying the content in any way is not permitted under Creative Commons, and re‐publishing portions of a publicly available video are also not permitted |
| Know your limits. You may be the content expert but if you partner with a creative team, respecting that they are the delivery and communications experts is important |
The less formulated your own ideas are about |
| Fact‐check: this is an important quality control step. An army of viewers will be ready to spot the fiction amidst the fact |
Ensure every line of the script has been fact‐checked and you have evidence statements or clear rationales that have been discussed with straight‐talking peers |