Effects of a Serious Game on Knowledge, Attitude and Practice in Vector Control and Dengue Prevention Among Adults in Primary Care
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|ClinicalTrials.gov Identifier: NCT05307484|
Recruitment Status : Completed
First Posted : April 1, 2022
Last Update Posted : April 1, 2022
|Condition or disease||Intervention/treatment||Phase|
|Dengue||Other: Serious game Other: Dengue prevention website||Not Applicable|
|Study Type :||Interventional (Clinical Trial)|
|Actual Enrollment :||400 participants|
|Intervention Model:||Parallel Assignment|
|Intervention Model Description:||A randomized controlled trial was conducted among volunteer adults who were visiting a regional primary care clinic in Sengkang, Singapore. 400 participants were randomly allocated to receive information regarding dengue prevention from either playing a serious game (intervention) or visiting a dengue prevention website (control). Before and after receiving information on dengue prevention, participants completed a self-administered questionnaire within a 2-week interval to assess the knowledge, attitude and practice (KAP) score and their interest to vaccinate against dengue. Participants, who played serious game, evaluated the game with the Systems Usability Score (SUS).|
|Masking:||Double (Investigator, Outcomes Assessor)|
|Masking Description:||Randomization sequence was prepared by the bio-statistician who was not involved in the enrollment of the participants. The outcome data was collected via a participant-administered questionnaire on an online secured platform, without contact with the study members. All data were de-identified and the statistical analysis was performed by the bio-statistician, who was blinded to group allocation, only after the completion of enrollment of all participants. The principal investigator was not involved in the enrollment or randomization process of participants in this study.|
|Official Title:||Effects of a Serious Game on Knowledge, Attitude and Practice in Vector Control and Dengue Prevention Among Adults in Primary Care: A Randomized Controlled Trial|
|Actual Study Start Date :||March 3, 2021|
|Actual Primary Completion Date :||September 17, 2021|
|Actual Study Completion Date :||September 17, 2021|
Experimental: Serious game group
Participants in the intervention group installed a mobile application, 'Sam's Mozzie Adventure'. This is a locally designed serious game which was co-created between SingHealth Polyclinics and AI Innovation Labs (AI2 Labs) Private Limited, specifically for this study. The principal investigator reviewed existing publicly available information on dengue prevention, including those on the National Environmental Agency (NEA) 'Stop Dengue' website, and provided the relevant content and pedagogical knowledge to the team of app developers from AI2 Labs. After creating the syllabus, the developers deployed their technological knowledge to integrate the dengue prevention information into the serious game. The participants were instructed to complete playing this serious game within 2 weeks.
Other: Serious game
This is a serious game in the form of a mobile application, designed to educate adults on dengue prevention.
Other Name: Sam's Mozzie Adventure
Active Comparator: Dengue prevention website group
The control group accessed the NEA 'Stop Dengue' website which contained dengue prevention information in the forms of online articles, posters and video. The participants were instructed to complete reading the online resources within 2 weeks.
Other: Dengue prevention website
This is a website containing information regarding dengue prevention.
Other Name: National Environmental Agency 'Stop Dengue' website
- Change of knowledge, attitude and practice (KAP) assessment score on dengue fever prevention [ Time Frame: Change from baseline KAP score at 2 weeks (or within 2 weeks after completion of intervention) ]
This outcome is measured via a participant-administered questionnaire which was used and validated in previous regional studies. It is divided into 3 sections: (1) knowledge (16 items), (2) attitude (15 items), (3) practice (15 items) in preventing dengue.
The minimum and maximum values of this questionnaire are 0 and 46 respectively. A higher score indicates a better outcome.
- Change of interest to vaccinate against Dengue [ Time Frame: Change from baseline Dengue vaccination interest at 2 weeks (or within 2 weeks after completion of intervention) ]
This outcome is measured via a participant-administered questionnaire. It consists of 1 section: (1) interest to vaccinate against Dengue (1 item).
A higher proportion of participants indicating interest to vaccinate against Dengue indicates a better outcome.
- System Usability Scale (SUS) score of serious game [ Time Frame: At 2 weeks from start of study (or within 2 weeks after completion of intervention by the serious game group) ]
This outcome is measured via a participant-administered questionnaire. It is modified from the validated SUS template to evaluate the usability of this serious game. The SUS has 10 statements, and a 5-point Likert scale is used to indicate the participant's agreement with the statements.
The response of each participants is collated and a standardized formula is applied to calculate the final SUS score. A score above 68 is above average and scores below 68 is below average in terms of system usability.
A score of less than 68 indicates that the participants may have less than average user experience with the serious game.
To learn more about this study, you or your doctor may contact the study research staff using the contact information provided by the sponsor.
Please refer to this study by its ClinicalTrials.gov identifier (NCT number): NCT05307484
|SingHealth Polyclinics - Sengkang|
|Singapore, Singapore, 545025|
|Principal Investigator:||Alon Tan||SingHealth Polyclinics|