Abstract

Serious games, conveying educational knowledge rather than merely entertainment, are a rapidly expanding research domain for cutting-edge educational technology. Digital interventions like serious games are great opportunities to overcome challenges in low-and-middle-income countries that limit access to health information, such as social barriers like low-literacy and gender. MANTRA: Increasing maternal and child health resilience before, during and after disasters using mobile technology in Nepal takes on these challenges with a novel digital health intervention; a serious mobile game aimed at vulnerable low-literacy female audiences in rural Nepal. The serious game teaches 28 learning objectives of danger signs in geohazards, maternal, and neonatal health to improve knowledge and self-assessment of common conditions and risks to inform healthcare-seeking behavior. Evaluations consisted of recruiting 35 end users to participate in a pre-test assessment, playing the game, post-test assessment, and focus groups to elicit qualitative feedback. Assessments analyzed knowledge gain in two ways; by learning objective with McNemar tests for each learning objective, and by participant scores with paired t-tests of overall scores and by module. Results of assessments of knowledge gain by learning objective (McNemar tests) indicate participants had sufficient prior knowledge to correctly interpret and respond to 26% of pictograms (coded AA), which is a desirable result although without the possibility of improvement through the intervention. The geohazard module had greatest impact as 16% of responses showed knowledge gain (coded BA). The two most successful learning objectives showing statistically significant positive change were evidence of rockfalls and small cracks in the ground (p = < 0.05). Assessment of knowledge gain by participant scores (paired t-tests) showed the 35 participants averaged a 7.7 point improvement (p < 0.001) in the assessment (28 learning objectives). Average change in knowledge of subdivided module scores (each module normalized to 100 points for comparison) was greatest in the geohazard module (9.5 points, p < 0.001), then maternal health (7.4 points, p = 0.0067), and neonatal health (6.0 points, p = 0.013). This evaluation demonstrated that carefully designed digital health interventions with pictograms co-authored by experts and users can teach complex health and geohazard situations. Significant knowledge gain was demonstrated for several learning objectives while those with non-significant or negative change will be re-designed to effectively convey information.

Highlights

  • Mobile phones and mobile health initiatives have demonstrated value for overcoming obstacles of remote populations, rough terrain, and limited resources to distribute important public health information [1,2,3,4]

  • By quantifying the impact of the serious game intervention on knowledge gain we aim to provide insight into the effectiveness of the content and delivery of the serious game

  • The Maternal and Neonatal Technologies in Rural Areas (MANTRA) study developed a set of learning objectives represented as pictograms for the serious game across three modules: maternal health, neonatal health and geohazards

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Summary

Introduction

Mobile phones and mobile health (mHealth) initiatives have demonstrated value for overcoming obstacles of remote populations, rough terrain, and limited resources to distribute important public health information [1,2,3,4]. The “Maternal and Neonatal Technologies in Rural Areas (MANTRA): Increasing maternal and child health resilience before during and after disasters using mobile technology in Nepal” project investigated building women’s resilience by improving access to information and communications before, during, and after environmental disasters by developing mobile technology to support and expand existing participatory learning public health interventions and social protection mechanisms. Analyzing knowledge change highlighted successes and improvements within the MANTRA serious game to inform the development phase, as well as insights that are transferable to similar research projects. This research builds on the potential for mHealth interventions in LMICs to reach a low literacy audience, serious games as a tool for conveying educational messages, and rapidly increasing accessibility of digital technology and supporting infrastructure in low income settings

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