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Translating group programmes into online formats: establishing the acceptability of a parents’ sex and relationships communication serious game

机译:将小组计划转换为在线格式:建立父母的性别和人际关系交流严肃游戏的可接受性

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With ongoing concerns about the sexual health and wellbeing of young people, there is increasing need to innovate intervention approaches. Engaging parents as agents to support their children, alongside capitalising on increasingly sophisticated technological options could jointly enhance support. Converting existing programmes into interactive game based options has the potential to broaden learning access whilst preserving behaviour change technique fidelity. However the acceptability of this approach and viability of adapting resources in this way is yet to be established. This paper reports on the process of converting an existing group programme (“What Should We Tell the Children?”) and tests the acceptability within a community setting. Translation of the original programme included selecting exercises and gathering user feedback on character and message framing preferences. For acceptability testing, parents were randomised to either the game (n?=?106) or a control (non-interactive webpage) condition (n?=?76). At time 1 all participants completed a survey on demographics, computer literacy and Theory of Planned Behaviour (TPB) items. Post intervention (time 2) users repeated the TPB questions in addition to acceptability items. Interviews (n?=?17) were conducted 3?months post intervention to gather qualitative feedback on transfer of learning into real life. The process of conversion identified clear preferences for first person role play, home setting and realistic characters alongside positively phrased feedback. Evaluation results show that the game was acceptable to parents on cognitive and emotional dimensions, particularly for parents of younger children. Acceptability was not influenced by baseline demographics, computer skills or baseline TPB variables. MANOVA analysis and qualitative feedback suggest potential for effective translation of learning into real life. However attrition was more likely in the game condition, potentially due to feedback text volume. A manualised group programme can be viably converted into a serious game format which is both cognitively and emotionally acceptable. The intervention may be more effectively targeted at parents with younger children, and further game developments must particularly address information dosing. Establishing the viability of digitally converting a group programme is a significant step forward for implementation focused research.
机译:随着对年轻人的性健康和幸福的持续关注,对创新干预方法的需求日益增加。让父母作为代理人来抚养子女,同时利用日益复杂的技术选择,可以共同增加支持。将现有程序转换为基于交互式游戏的选项可能会扩大学习范围,同时保留行为更改技术的保真度。但是,这种方法的可接受性和以这种方式适应资源的可行性尚待确立。本文报告了现有小组程序的转换过程(“我们应该告诉孩子们什么?”),并测试了社区环境中的可接受性。原始程序的翻译包括选择练习并收集有关角色和消息构架首选项的用户反馈。为了进行可接受性测试,父母被随机分配到游戏(n =≥106)或对照(非交互式网页)条件(n =≥76)。在时间1,所有参与者都完成了有关人口统计学,计算机素养和计划行为理论(TPB)项目的调查。干预后(时间2),用户除了接受项目外,还重复了TPB问题。干预后3个月进行访谈(n = 17),以收集关于将学习转化为现实生活的定性反馈。转换过程确定了对第一人称角色扮演,家庭环境和现实人物的明确偏好,以及积极措辞的反馈。评估结果表明,该游戏在父母的认知和情感维度上是可以接受的,尤其是对于年幼儿童的父母。可接受性不受基线人口统计学,计算机技能或基线TPB变量的影响。 MANOVA分析和定性反馈表明将学习有效转化为现实生活的潜力。但是,在游戏条件下更可能出现损耗,这可能是由于反馈文本量所致。手动小组程序可以有效地转换为在认知和情感上都可以接受的严肃游戏格式。该干预措施可能更有效地针对有年幼孩子的父母,并且进一步的游戏开发必须特别解决信息投放问题。建立以数字方式转换小组计划的可行性对于面向实施的研究是重要的一步。

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