MANTRA: development and localization of a mobile educational health game targeting low literacy players in low and middle income countries
Abstract 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...
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doaj-7f760bc0d5d645b7ac29099367631efc2020-11-25T03:25:51ZengBMCBMC Public Health1471-24582020-07-0120111410.1186/s12889-020-09246-8MANTRA: development and localization of a mobile educational health game targeting low literacy players in low and middle income countriesSonja Mueller0Delphine Soriano1Andrei Boscor2Naomi Saville3Abriti Arjyal4Sushil Baral5Maureen Fordham6Gareth Hearn7Virginie Le Masson8Rachya Kayastha9Patty Kostkova10Institute for Risk and Disaster Reduction, University College LondonInstitute for Risk and Disaster Reduction, University College LondonInstitute for Risk and Disaster Reduction, University College LondonInstitute for Global Health, University College LondonHealth Research and Social Development ForumHealth Research and Social Development ForumInstitute for Risk and Disaster Reduction, University College LondonHearn GeoServe, LtdOverseas Development InstituteInstitute for Risk and Disaster Reduction, University College LondonInstitute for Risk and Disaster Reduction, University College LondonAbstract 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 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 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 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 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.http://link.springer.com/article/10.1186/s12889-020-09246-8Serious gameEducational gamemHealth |
collection |
DOAJ |
language |
English |
format |
Article |
sources |
DOAJ |
author |
Sonja Mueller Delphine Soriano Andrei Boscor Naomi Saville Abriti Arjyal Sushil Baral Maureen Fordham Gareth Hearn Virginie Le Masson Rachya Kayastha Patty Kostkova |
spellingShingle |
Sonja Mueller Delphine Soriano Andrei Boscor Naomi Saville Abriti Arjyal Sushil Baral Maureen Fordham Gareth Hearn Virginie Le Masson Rachya Kayastha Patty Kostkova MANTRA: development and localization of a mobile educational health game targeting low literacy players in low and middle income countries BMC Public Health Serious game Educational game mHealth |
author_facet |
Sonja Mueller Delphine Soriano Andrei Boscor Naomi Saville Abriti Arjyal Sushil Baral Maureen Fordham Gareth Hearn Virginie Le Masson Rachya Kayastha Patty Kostkova |
author_sort |
Sonja Mueller |
title |
MANTRA: development and localization of a mobile educational health game targeting low literacy players in low and middle income countries |
title_short |
MANTRA: development and localization of a mobile educational health game targeting low literacy players in low and middle income countries |
title_full |
MANTRA: development and localization of a mobile educational health game targeting low literacy players in low and middle income countries |
title_fullStr |
MANTRA: development and localization of a mobile educational health game targeting low literacy players in low and middle income countries |
title_full_unstemmed |
MANTRA: development and localization of a mobile educational health game targeting low literacy players in low and middle income countries |
title_sort |
mantra: development and localization of a mobile educational health game targeting low literacy players in low and middle income countries |
publisher |
BMC |
series |
BMC Public Health |
issn |
1471-2458 |
publishDate |
2020-07-01 |
description |
Abstract 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 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 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 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 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. |
topic |
Serious game Educational game mHealth |
url |
http://link.springer.com/article/10.1186/s12889-020-09246-8 |
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