Developing a health game to prepare pre-school children for anesthesia: A formative study using a child-centered approach (Preprint)

2021 ◽  
Author(s):  
Brynja Ingadottir ◽  
Elina Laitonen ◽  
Adalheidur Stefansdottir ◽  
Anna Olafia Sigurdardottir ◽  
Berglind Brynjolfsdottir ◽  
...  

BACKGROUND Every year, millions of children undergo medical procedures which require anesthesia. Fear and anxiety are common among young children undergoing such procedures and can interfere with the child’s recovery and wellbeing. Relaxation, distraction, and education are methods that can be used to prepare children and help them to cope with fear and anxiety and serious games may be a suitable medium for these purposes. User-centered design emphasizes the involvement of end-users during the development and testing of products, but involving young, pre-school children may be challenging. OBJECTIVE An objective of this study was to describe the development and usability of a computer-based educational health game intended for pre-school children to prepare them for upcoming anesthesia. A further objective was to describe the lessons learned from using a child-centered approach with the young target group. METHODS A formative mixed methods child (user)-centered study design was used to develop and test the usability of a serious game for pre-school aged children. The game’s purpose was to educate pre-school children about the upcoming event of anesthesia and teach them exercises to cope with fear and anxiety through relaxation, distraction, and positive self-talk. The study was interdisciplinary and involved researchers and clinicians from Iceland and Finland. Pre-school children (4-6 years-old) informed the game design through playful workshops (N=26) and usability testing was conducted through game-playing and interviews (N=16), where the ease of use, attractiveness, and functionality of the game were assessed. Data were collected in both countries with direct observation, interviews, and children’s drawings. The workshops and usability testing session were video-recorded and analyzed with content analysis and descriptive statistics. RESULTS The children were able to share with the researchers, through playing, their knowledge and ideas about hospitals, different emotions and their preferences concerning game elements such as soft toys, food, drinks, and rewards. Testing revealed the high usability of the game and provided important information that was used to modify the game before publishing and that will be used in its further development. CONCLUSIONS Pre-school children can inform game design through playful workshops about health-related subjects which they are not necessarily familiar with but that are relevant for them. The game’s usability was improved with the participation of the target group and is now ready for clinical testing by children undergoing medical procedures which include anesthesia, and children’s families. CLINICALTRIAL NA

2017 ◽  
Vol 6 (1) ◽  
Author(s):  
F. Adnan ◽  
B. Prasetyo ◽  
N. Nuriman

<p>Learning media is one of the important elements in the learning process. Technological development support makes learning media more varied. The approach of using digital technology as a learning media has a better and more effective impact than other approaches. In order to increase the students’ learning interest, it requires the support of an interesting learning media. The use of gaming applications as learning media can improve learning outcomes. The benefits of using the maximum application cannot be separated from the determination of application design. The Bana game aims to increase the ability of critical thinking of the junior high school students. The usability-testing analysis on the Bana game application is used in order to get the design reference as an educational game development. The game is used as an object of the analysis because it has the same characteristics and goals with the game application to be developed. Usability Testing is a method used to measure the ease of use of an application by users. The Usability Testing consists of learnability, efficiency, memorability, errors, and satisfaction. The results of the analysis obtained will be used as a reference for educational game applications that will be developed.</p>


2019 ◽  
Vol 9 (1) ◽  
pp. 71-95 ◽  
Author(s):  
Khaled Walid Al-Sabbagh ◽  
Linda Bradley ◽  
Lorna Bartram

Abstract Usability testing with mobile applications (apps) plays an important role in determining the ease of use of an app as well as in informing their design and development. The purpose of this research is to investigate the usability of three language learning apps with a sample of Arabic speaking migrants who have recently arrived to Sweden. In addition, We surveyed available apps for the target group on both Android and Apple market stores and used a framework for categorizing language learning apps to guide the design and development of our own app. The outcomes show that in order for users to engage in an app, there are a number of obstacles that need to be overcome to make an app motivating enough to use, such as lack of variation in functionality, instructions and feedback. Our app, Minclusion, was developed from the input obtained from the usability studies.


2020 ◽  
Vol 12 (4) ◽  
pp. 386-397
Author(s):  
Teemu H. Laine ◽  
Jorgen Normark ◽  
Helena Lindvall ◽  
Anna-Karin Lindqvist ◽  
Stina Rutberg

Author(s):  
Susan Alexander ◽  
Haley Hoy ◽  
Manil Maskey ◽  
Helen Conover ◽  
John Gamble ◽  
...  

The knowledge base for healthcare providers working in the field of organ transplantation has grown exponentially. However, the field has no centralized ‘space’ dedicated to efficient access and sharing of information.The ease of use and portability of mobile applications (apps) make them ideal for subspecialists working in complex healthcare environments. In this article, the authors review the literature related to healthcare technology; describe the development of health-related technology; present their mobile app pilot project assessing the effects of a collaborative, mobile app based on a freely available content manage framework; and report their findings. They conclude by sharing both lessons learned while completing this project and future directions.


2018 ◽  
Vol 18 (1) ◽  
Author(s):  
Arielle M. Fisher ◽  
Timothy M. Mtonga ◽  
Jeremy U. Espino ◽  
Lauren J. Jonkman ◽  
Sharon E. Connor ◽  
...  

2020 ◽  
Author(s):  
Colleen Cheek ◽  
Theresa Fleming ◽  
Mathijs FG Lucassen ◽  
Heather Bridgman ◽  
Karolina Stasiak ◽  
...  

Background Internet interventions for improving health and well-being have the potential to reach many people and fill gaps in service provision. Serious gaming interfaces provide opportunities to optimize user adherence and impact. Health interventions based in theory and evidence and tailored to psychological constructs have been found to be more effective to promote behavior change. Defining the design elements which engage users and help them to meet their goals can contribute to better informed serious games. Objective To elucidate design elements important in SPARX, a serious game for adolescents with depression, from a user-centered perspective. Methods We proposed a model based on an established theory of health behavior change and practical features of serious game design to organize ideas and rationale. We analyzed data from 5 studies comprising a total of 22 focus groups and 66 semistructured interviews conducted with youth and families in New Zealand and Australia who had viewed or used SPARX. User perceptions of the game were applied to this framework. Results A coherent framework was established using the three constructs of self-determination theory (SDT), autonomy, competence, and relatedness, to organize user perceptions and design elements within four areas important in design: computer game, accessibility, working alliance, and learning in immersion. User perceptions mapped well to the framework, which may assist developers in understanding the context of user needs. By mapping these elements against the constructs of SDT, we were able to propose a sound theoretical base for the model. Conclusions This study’s method allowed for the articulation of design elements in a serious game from a user-centered perspective within a coherent overarching framework. The framework can be used to deliberately incorporate serious game design elements that support a user’s sense of autonomy, competence, and relatedness, key constructs which have been found to mediate motivation at all stages of the change process. The resulting model introduces promising avenues for future exploration. Involving users in program design remains an imperative if serious games are to be fit for purpose.


2021 ◽  
pp. 55-61
Author(s):  
Rose M. Ylimaki ◽  
Lynnette A. Brunderman

AbstractThis chapter presents our approach to building and sustaining leadership capacity with attention to three areas: (1) personal capacity and commitment to growth; (2) interactions and interpersonal capacity grounded in a culture of trust, collective responsibility and appreciation of diversity, and (3) organizational capacity in high functioning teams that take responsibility for a child-centered vision and help diffuse that vision throughout the school. Leadership in high capacity schools incorporates both formal and informal leadership capacities (Mitchell and Sackney, 2009). Team leadership is essential for building and sustaining leadership capacity in a shared direction for continous school development and diffusion of educational improvements throughout the school. As formal leaders leave to take on new positions in the district or elsewhere, the shared direction and culture of continous improvement helps to sustain progress. In this chapter, we discuss our experiences with building and sustaining leadership capacity in teams that work to develop and diffuse a shared direction for continuous school development. We begin with a discussion of the research-based content from ISSPP and other studies that informed our project. The balance of the chapter presents application in our research-practice approach in the Arizona project (AZILDR) as well as lessons learned with case examples.


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