Abstract

BackgroundAlthough smartphone-based emergency care training is more affordable than traditional avenues of training, it is still in its infancy, remains poorly implemented, and its current implementation modes tend to be invariant to the evolving learning needs of the intended users. In resource-limited settings, the use of such platforms coupled with gamified approaches remains largely unexplored, despite the lack of traditional training opportunities, and high mortality rates in these settings.ObjectiveThe primary aim of this randomized experiment is to determine the effectiveness of offering adaptive versus standard feedback, on the learning gains of clinicians, through the use of a smartphone-based game that assessed their management of a simulated medical emergency. A secondary aim is to examine the effects of learner characteristics and learning spacing with repeated use of the game on the secondary outcome of individualized normalized learning gain.MethodsThe experiment is aimed at clinicians who provide bedside neonatal care in low-income settings. Data were captured through an Android app installed on the study participants’ personal phones. The intervention, which was based on successful attempts at a learning task, included adaptive feedback provided within the app to the experimental arm, whereas the control arm received standardized feedback. The primary end point was completion of the second learning session. Of the 572 participants enrolled between February 2019 and July 2019, 247 (43.2%) reached the primary end point. The primary outcome was standardized relative change in learning gains between the study arms as measured by the Morris G effect size. The secondary outcomes were the participants individualized normalized learning gains.ResultsThe effect of adaptive feedback on care providers’ learning gain was found to be g=0.09 (95% CI −0.31 to 0.46; P=.47). In exploratory analysis, using normalized learning gains, when subject-treatment interaction and differential time effect was controlled for, this effect increased significantly to 0.644 (95% CI 0.35 to 0.94; P<.001) with immediate repetition, which is a moderate learning effect, but reduced significantly by 0.28 after a week. The overall learning change from the app use in both arms was large and may have obscured a direct effect of feedback.ConclusionsThere is a considerable learning gain between the first two rounds of learning with both forms of feedback and a small added benefit of adaptive feedback after controlling for learner differences. We suggest that linking the adaptive feedback provided to care providers to how they space their repeat learning session(s) may yield higher learning gains. Future work might explore in more depth the feedback content, in particular whether or not explanatory feedback (why answers were wrong) enhances learning more than reflective feedback (information about what the right answers are).Trial RegistrationPan African Clinical Trial Registry (PACTR) 201901783811130; https://pactr.samrc.ac.za/TrialDisplay.aspx?TrialID=5836International Registered Report Identifier (IRRID)RR2-10.2196/13034

Highlights

  • BackgroundIn low-income regions such as sub-Saharan Africa (SSA), the need for health workers to provide care by themselves is more frequent than in middle- and high-income settings, and it can be associated with negative neonatal outcomes [1]

  • We suggest that linking the adaptive feedback provided to care providers to how they space their repeat learning session(s) may yield higher learning gains

  • This study set out to evaluate the effect of adaptive feedback within a smartphone-based serious game on the learning gains of health care providers from low-income countries

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Summary

Introduction

In low-income regions such as sub-Saharan Africa (SSA), the need for health workers to provide care by themselves is more frequent than in middle- and high-income settings, and it can be associated with negative neonatal outcomes [1]. New strategies are required to improve training access for over 1 million health providers across SSA. Any such approach needs to be updated efficiently in real-time as guidelines change in light of new evidence and (ideally) capture data on the number of health workers that are able to train within a certain time period [8,9]. In resource-limited settings, the use of such platforms coupled with gamified approaches remains largely unexplored, despite the lack of traditional training opportunities, and high mortality rates in these settings

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