| Literature DB >> 35943782 |
Rowan W Johnson1,2, Becky K White3,4, Daniel F Gucciardi2,5, Noula Gibson2,6, Sian A Williams2,7.
Abstract
BACKGROUND: Mobile health (mHealth) apps for children are increasing in availability and scope. Therapy (physiotherapy, speech pathology, and occupational therapy) prescription apps to improve home or school program adherence work best when developed to be highly engaging for children and when they incorporate behavior change techniques (BCTs) within their design.Entities:
Keywords: behavior change; gamification; mobile health; mobile phone; neurodevelopmental disability; occupational therapy; physiotherapy; self-determination theory; speech pathology
Year: 2022 PMID: 35943782 PMCID: PMC9399848 DOI: 10.2196/34588
Source DB: PubMed Journal: JMIR Pediatr Parent ISSN: 2561-6722
Figure 1Zingo app development diagram: (A) formative research and (B) design, testing, and iteration. BC: behavior change; BCT: behavior change technique.
Intervention mapping step 2: matrix of performance objectives and behavior determinants.
| Performance objectives | Theory-informed determinants | ||
|
| Autonomy | Competence | Relatedness |
| Child engages in learning about performance of prescribed therapy activitiesa |
Child is curious about therapy activitiesa and how to implement them as recommended Child seeks out information about activitya performance available in the app |
Child is confident of attaining required information of therapy activitya performance in the app Child is capable of navigating the app with minimal external supports |
Child feels supported to learn via the app from social agentsb Child is encouraged to ask questions about desired performance of activitiesa from social agentsb |
| Child physically participates in the therapy program |
Child self-initiates app use with therapy activitiesa (with a level of independence expected for age and ability) Child chooses to participate in the preparation of the environment for activitiesa (eg, furniture setup, exercise equipment, or activity resources) |
Child is guided by prescribing therapists to participate in activitiesa that are graded to physical capacity Child has appropriate expectations for performance based on knowledge of their physical capacity |
Child feels supported by key social agents regardless of the effort enacted or outcomes of participation in the therapy program Child feels valued based on social agents seeking child’s feedback on their experience of activitya performance |
| Child cognitively participates in the therapy program |
Child demonstrates interest in engaging with the app and the therapy program embedded therein Child appreciates the importance of engaging with the therapy program using the app Child demonstrates choice-making in how they engage (or not) in therapy program activitiesa |
Child demonstrates ability to engage directly with the app functions (or, where prevented by physical impairment, to communicate to social agent how they want them to engage with the app as a proxy) Child communicates their expectations of extent of following therapy activitiesa and app engagement Child communicates their personal successes and challenges with completing the therapy program |
Child feels valued as the app enables social agents to seek out their contributions (eg, preferences) to the therapy program Child is encouraged to ask questions about therapy program activitiesa Child has the opportunity to celebrate achievements with peers or key social agentsb |
| Child reviews activitya performance and experiential participation |
Child self-identifies problems or difficulties faced with completing the program (with guidance on self-reflection offered by social agentsb) Child communicates what activitiesa or app elements they enjoyed and why |
Child has the opportunity to express success, challenges, and problems to parents, educators, or therapists Child knows how to access summary of activitya completion, feedback on performance, and gamification elements |
Child feels supported in understanding challenges Child experiences that their active participation is recognized |
aPrescribed therapy activity examples: functional strengthening exercises such as abdominal crunches, balance exercises such as walking on a narrow beam, ball skills such as dribbling a football around cones, fine motor activities such as snipping paper with scissors, activities of daily living such as tying shoelaces, receptive language activities such as following specific instructions with colored blocks, expressive language activities such as describing a hidden object to a person guessing, and literacy skills such as constructing words with jumbled sounds or letter cards.
bSocial agents refers to the child’s parent or guardian, teacher, education assistant, or therapist.
Intervention mapping step 3: behavior change techniques (BCTs), parameters, and app design elements.
| Determinant and BCT | Parameters for effectiveness | Operationalization | App design element | |
|
| ||||
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| Goal setting (behavior) | Requires commitment to the goal; feedback on results; challenging but achievable goals; appropriate situational support and context | Children and therapists collaboratively set or agree on a goal in terms of percentage of tasked therapy program completed per week. The goal is reviewed and updated |
Opportunity for therapist, after consultation with parent and teacher, to input goal (eg, 80% adherence to program) Therapist receives automated email with percentage of adherence update each week with prompt to update adherence goal as required |
|
| Information about health consequences | Requires presentation of information in ways that are appropriately tailored to individuals with sufficient time to do so (eg, text vs infographic) | Information about the health reasons for each activity and opportunity for adult explanation |
Therapist required to enter “Purpose” for each custom-made activity (textbox) or has the opportunity to edit precompleted “Purpose” from activity video library instructions, thereby promoting consideration and discussion of health benefits Purpose appears in activity display for child and parent or teacher |
|
| Provide choice | Requires choice from a collaboratively devised set of options. It includes the decision not to participate, to delay, or to change focus, including changing the timing or pace of outcomes | Child can choose the order in which prescribed activities are tackled and change that order on any day the activities are completed |
Child can select any activity from therapist-prescribed program with guidance from parent or teacher as appropriate, thereby facilitating choice of order of activity completion (within a day) Interface specifies frequency of each therapy activity in terms of attempts per week (rather than identifying specific days of the week), thereby facilitating the child’s choice of program structure (across each week) with adult guidance where required |
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| Demonstration of behavior | Requires instruction and enactment with individual feedback | Providing visual examples of how to perform activities |
Videos of therapy activities: children modeling activity performance in video library Therapist can use custom video of the child themselves modeling the activity and incorporate it into the program |
|
| Self-monitoring of behavior | The monitoring must be of the specific behavior (not a health outcome). The data must be interpreted and used. The reward must be reinforcing to the individual | Providing the opportunity for children to self-monitor and evaluate their behavioral experience and performance as well as initiate feedback discussions with therapists |
After each activity completion, the child has the opportunity to reflect and provide feedback on their experience Brief or detailed feedback options available for each activity Multiple feedback options available, including activity difficulty, emoticons, written emotions experienced, and blank textbox Feedback for each activity available to the therapist and to the child and family on their interface for reflection as well as automated duration and frequency data |
|
| Instruction on how to perform behavior | Requires communication with language that suits the learner | Pre-existing activities from library include written instructions on how to perform the specific tasks, or customized activities require therapists to document those instructions |
App provides the therapist with the opportunity to customize activity purpose description and instructions |
|
| Feedback on behavior | Requires availability of data and monitoring of behavior; data must be interpreted and used | Children-friendly feedback on task completion and performance |
“My Stars” tab with overview of weekly therapy activity performance summary (out of total number of activities per week recommended) Simple visual representation of weekly program completion with circular progress chart incorporating completion goal (percentage) set by the therapist and progress toward 100% completion Prompt in gamified rewards section (“Pet shop”) to review progress in “My Stars” to earn incentives |
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| Social support (emotional) | Requires availability of positive support | Prompt parents to discuss progress with child and encourage them |
Weekly automated email to parent on progress with positive wording and prompt to parent to encourage the child with their achievements and progress |
|
| Material and social rewards (behavior) | Requires tailored rewards and that the rewards are seen as a consequence of the behavior | Providing written reinforcement (social) and valued objects (material) for positive behavioral progress |
Gamification incentives when achieving goals, involving interaction with digital pet (pet emotional state progression, pet evolution, and pet purchases) |
Figure 2Gamification design features.
Figure 3Zingo app user interface overview.
Figure 4Therapy activity videos: sample of still images taken from videos.