MANTRA: development and localization of a mobile educational health game targeting low literacy players in low and middle income countries.


Journal

BMC public health
ISSN: 1471-2458
Titre abrégé: BMC Public Health
Pays: England
ID NLM: 100968562

Informations de publication

Date de publication:
28 Jul 2020
Historique:
received: 30 09 2019
accepted: 12 07 2020
entrez: 30 7 2020
pubmed: 30 7 2020
medline: 15 12 2020
Statut: epublish

Résumé

Mobile technology is increasingly important for delivering public health interventions to remote populations. This research study developed, piloted, and assessed a serious game for mobile devices that teaches geohazard, maternal, and neonatal health messages. This unique mHealth intervention aimed at low-literacy audiences in low resource settings is part of the Maternal and Neonatal Technologies in Rural Areas (MANTRA) project: Increasing maternal and child health resilience before, during, and after disasters using mobile technology in Nepal. The serious game was developed through a co-creation process between London and Kathmandu based researchers by email and video-calling, and face-to-face with local stakeholders in Nepal. The process identified core needs, developed appropriate pictograms and mechanics, and tailored the pilot serious game to the local cultural context. Evaluations and feedback from end users took place in rural villages and suburban Kathmandu in Province Three. Field evaluation sessions used mixed methods. Researchers observed game play and held focus group discussions to elicit qualitative feedback and understand engagement, motivation, and usability, and conducted a paired pre- and post-game knowledge assessment. The MANTRA serious game is contextualized to rural Nepal. The game teaches 28 learning objectives in three modules: maternal health, neonatal health, and geohazards, through picture matching with immediate audio and visual feedback. User feedback from focus groups demonstrated high engagement, motivation, and usability of the game. This MANTRA study is a unique mHealth intervention of a serious game to teach core health and geohazards messages to low-literacy audiences in rural Nepal. Although the mobile game is tailored for this specific context, the developmental process and insights could be transferable to the development of other games-based interventions and contextualized for any part of the world. Successfully targeting this low-literacy and illiterate audience makes the MANTRA development process the first of its kind and a novel research endeavor with potential for widespread impact and adoption following further game development. This project was approved by the University College London Ethics Committee in London, United Kingdom [10547/001], and the Nepal Health Research Council in Kathmandu, Nepal [Reg. No. 105/2017]. All participants provided informed written consent.

Sections du résumé

BACKGROUND BACKGROUND
Mobile technology is increasingly important for delivering public health interventions to remote populations. This research study developed, piloted, and assessed a serious game for mobile devices that teaches geohazard, maternal, and neonatal health messages. This unique mHealth intervention aimed at low-literacy audiences in low resource settings is part of the Maternal and Neonatal Technologies in Rural Areas (MANTRA) project: Increasing maternal and child health resilience before, during, and after disasters using mobile technology in Nepal.
METHODS METHODS
The serious game was developed through a co-creation process between London and Kathmandu based researchers by email and video-calling, and face-to-face with local stakeholders in Nepal. The process identified core needs, developed appropriate pictograms and mechanics, and tailored the pilot serious game to the local cultural context. Evaluations and feedback from end users took place in rural villages and suburban Kathmandu in Province Three. Field evaluation sessions used mixed methods. Researchers observed game play and held focus group discussions to elicit qualitative feedback and understand engagement, motivation, and usability, and conducted a paired pre- and post-game knowledge assessment.
RESULTS RESULTS
The MANTRA serious game is contextualized to rural Nepal. The game teaches 28 learning objectives in three modules: maternal health, neonatal health, and geohazards, through picture matching with immediate audio and visual feedback. User feedback from focus groups demonstrated high engagement, motivation, and usability of the game.
CONCLUSIONS CONCLUSIONS
This MANTRA study is a unique mHealth intervention of a serious game to teach core health and geohazards messages to low-literacy audiences in rural Nepal. Although the mobile game is tailored for this specific context, the developmental process and insights could be transferable to the development of other games-based interventions and contextualized for any part of the world. Successfully targeting this low-literacy and illiterate audience makes the MANTRA development process the first of its kind and a novel research endeavor with potential for widespread impact and adoption following further game development.
TRIAL REGISTRATION BACKGROUND
This project was approved by the University College London Ethics Committee in London, United Kingdom [10547/001], and the Nepal Health Research Council in Kathmandu, Nepal [Reg. No. 105/2017]. All participants provided informed written consent.

Identifiants

pubmed: 32723317
doi: 10.1186/s12889-020-09246-8
pii: 10.1186/s12889-020-09246-8
pmc: PMC7385876
doi:

Types de publication

Journal Article

Langues

eng

Sous-ensembles de citation

IM

Pagination

1171

Subventions

Organisme : Research Councils UK
ID : 173142

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Auteurs

Sonja Mueller (S)

Institute for Risk and Disaster Reduction, University College London, Gower Street, London, WC1E 6BT, UK. sonja.mueller.14@ucl.ac.uk.
Centre for Digital Public Health in Emergencies (dPHE), University College London, Gower Street, London, WC1E 6BT, UK. sonja.mueller.14@ucl.ac.uk.

Delphine Soriano (D)

Institute for Risk and Disaster Reduction, University College London, Gower Street, London, WC1E 6BT, UK.
Centre for Digital Public Health in Emergencies (dPHE), University College London, Gower Street, London, WC1E 6BT, UK.

Andrei Boscor (A)

Institute for Risk and Disaster Reduction, University College London, Gower Street, London, WC1E 6BT, UK.
Centre for Digital Public Health in Emergencies (dPHE), University College London, Gower Street, London, WC1E 6BT, UK.

Naomi Saville (N)

Institute for Global Health, University College London, 30 Guilford Street, London, WC1N 1EH, UK.

Abriti Arjyal (A)

Health Research and Social Development Forum, Prasuti Griha Marg, Kathmandu, 44600, Nepal.

Sushil Baral (S)

Health Research and Social Development Forum, Prasuti Griha Marg, Kathmandu, 44600, Nepal.

Maureen Fordham (M)

Institute for Risk and Disaster Reduction, University College London, Gower Street, London, WC1E 6BT, UK.
Centre for Gender and Disaster, University College London, Gower Street, London, WC1E 6BT, UK.

Gareth Hearn (G)

Hearn GeoServe, Ltd, London, UK.

Virginie Le Masson (V)

Overseas Development Institute, 203 Blackfriars Road, London, SE1 8NJ, UK.

Rachya Kayastha (R)

Institute for Risk and Disaster Reduction, University College London, Gower Street, London, WC1E 6BT, UK.
Institute for Global Health, University College London, 30 Guilford Street, London, WC1N 1EH, UK.

Patty Kostkova (P)

Institute for Risk and Disaster Reduction, University College London, Gower Street, London, WC1E 6BT, UK.
Centre for Digital Public Health in Emergencies (dPHE), University College London, Gower Street, London, WC1E 6BT, UK.

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Classifications MeSH