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首页> 外文期刊>Frontiers in Public Health >Process Evaluation and Experience Sharing on Utilizing Information Communication Technologies and Digital Games in a Large Community Family Health Event: Hong Kong Jockey Club SMART Family-Link Project
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Process Evaluation and Experience Sharing on Utilizing Information Communication Technologies and Digital Games in a Large Community Family Health Event: Hong Kong Jockey Club SMART Family-Link Project

机译:在大型社区家庭健康活动中利用信息通信技术和数字游戏的过程评估和经验分享:香港赛马会智能家庭链接项目

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Background: Information communication technologies (ICT) are increasingly used in health promotion, but integration is challenging and involves complex processes. Large community health promotion events are often held but the experiences and processes have rarely been evaluated and published. No reports have described and systematically evaluated an ICT-supported health promotion event using digital games. Objective: We evaluated the development and implementation of a large community family health promotion event with ICT integration to promote family happiness with collaboration between academia (The University of Hong Kong) and the social (family) service sector, and collected feedback from participants and social service workers. Methods: We (i) conducted a systematic process evaluation, (ii) administered an on-site questionnaire survey on participant satisfaction and feedback, and (iii) collected post-event qualitative feedback from social workers on using new technologies, digital game design and overall experiences. Results: Fourteen digital games were designed and run in booths at the event by 12 non-governmental social service organisations and academia. Four gaming technologies were utilised: chroma key (green screen), somatosensory (kinect and leap motion techniques), augmented reality and virtual reality. 1365 participants joined the event, in which 1257 from 454 families were recruited and pre-registered through 12 NGOs. 39.3% were male and more than half (53.3%) were aged 18 years and above. 3487 game booth headcounts were recorded. Games using virtual reality, kinect motion and green screen technologies were most liked. The average game satisfaction score was high (4.5 out of 5). Social service workers reported positive experiences with using new technologies in health promotion, and interests in future collaborations involving more ICT. Conclusions: Our systematic evaluation showed successful integration of ICT components in the health promotion event. Such event, most likely the first of its kind, served as a capacity building and knowledge transfer platform for interdisciplinary co-sharing and co-learning of new technologies. It provided a solid foundation for further academic and social service partnerships, and should be a useful model for similar community events and their evaluation. Further development and integration of ICT for health promotion among social service organisations with comprehensive evaluation are warranted.
机译:背景:信息通信技术(ICT)越来越多地用于健康促销,但融合是具有挑战性的,涉及复杂的过程。往往持有大型社区健康促进活动,但很少评估和发布经验和流程。没有任何报告描述并系统地评估了使用数字游戏的ICT支持的健康促销活动。目的:我们评估了与ICT融合的大型社区家庭健康促进活动的开发和实施,以促进家庭幸福与学术界(香港大学)和社会(家庭)服务业的合作,并收集与会者和社会的反馈服务工人。方法:我们(i)进行了系统的过程评估,(ii)对参与者的满意度和反馈的现场问卷调查,(iii)从社会工作者,使用新技术,数字游戏设计和数字游戏设计和数字游戏设计和整体经验。结果:12个数字游戏在12名非政府社会服务组织和学术界的活动中设计和运行展位。利用了四种游戏技术:色度键(绿色屏幕),躯体感觉(Kinect和Lep Motion Techniques),增强现实和虚拟现实。 1365名参与者加入了该活动,其中来自454个家庭的1257个家庭被招募并通过12个非政府组织预先注册。 39.3%是男性,超过一半(53.3%)为18岁及以上。记录了3487游戏展位头。使用虚拟现实,Kinect Motion和Green Screen技术的游戏最受欢迎。平均游戏满意度得分高(5.5分,共分5)。社会服务工作者报告了在健康促进中使用新技术的积极经验,并在未来的合作中涉及更多ICT的利益。结论:我们的系统评价显示ICT部件在健康促进活动中的成功集成。这种事件,最有可能是第一个,曾担任跨学科共享和新技术共享和协同学习的能力建设和知识转移平台。它为进一步的学术和社会服务伙伴关系提供了坚实的基础,并应该是类似的社区活动和评估的有用模型。有必要进一步发展和融合ICT对具有综合评估的社会服务组织的健康促进。
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