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Digital Health: From Online Evidence to Serious Games
“Stop the Bugs”
Patty KostkovaUCL
London, UK
Healthcare at the end of 20th century: Internet
“The impact of the Internet has largely been unforeseen, and it may have a revolutionary role in retooling the trillion-dollar health care industry in the United States” (June Forkner-Dunn 2003).
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Healthcare in 21st century: mobile 31% (up from 17% in 2010) of cell phone
users have used their phone to look up health information
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Information Overflow
The information you have is not the information you want
The information you want is not the information you need
The information you need is not known
The information that’s known can’t be found in time
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Projects hosted by the NeLI
portal
National electronic Library of Infection (NeLI, formerly NeLCD) – professionals oriented
Bugs and Drugs on the Web (AR DL) – public oriented
Training in Infection Manual (TII) – for trainees
National Resource for Infection Control (NRIC) – for professionals
eBug – EU DG SANCO project – education pack and games for children about AR
SeaLife – semantic web browser for life sciences
Medicines Support Unit for Optometrists – in collaboration with Department of Optometry, City Uni.
WHO Lab Resources evaluation project
IFH project – International Scientific Forum for Home Hygiene
1. Quantitative evidenceNRIC monthly site usage 2005‐2011
0
5,000
10,000
15,000
20,000
25,000
30,000
35,000
40,000
Sep‐05
Nov‐05
Jan‐06
Mar‐06
May‐06
Jul‐06
Sep‐06
Nov‐06
Jan‐07
Mar‐07
May‐07
Jul‐07
Sep‐07
Nov‐07
Jan‐08
Mar‐08
May‐08
Jul‐08
Sep‐08
Nov‐08
Jan‐09
Mar‐09
May‐09
Jul‐09
Sep‐09
Nov‐09
Jan‐10
Mar‐10
May‐10
Jul‐10
Sep‐10
Nov‐10
Jan‐11
Mar‐11
May‐11
Page
Views
Page Views on NRIC before and after ECCMID, 19th - 22nd April 2008
0
100
200
300
400
500
600
700
800
900
1000
Fri 18 Sat 19 Sun 20 Mon 21 Tue 22 Wed 23 Thu 24 Fri 25 Sat 26 Sun 27
Date
Page
Vie
ws
7
Searching/browsing behaviour
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9
Does the accessibility of information make the search for knowledge any
easier?
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Google, msn searches that led to the AR site between 1 Sep & 31st Jan
38883 searches 7161 included the word alcohol
12949 antibiotic
6515 chest
3467 bacteria
2085 virus
1852 acne
1149 flu
…. And 250 included "cat"
• Some users have an addiction problem:
• Quit antibiotics
• Quit working
• Many users are concerned about animal
welfare:
• Antibiotics in disadvantaged animals
• information on cat colds
• Others have an international approach:
• swedish acne remedy
• mrsa chinese formula
3 Datasets:
Professional Information Needs: The NeLI/NRIC webserver logs
Public Information Needs: The Google Trends data
Media coverage: Guardian Open Platform API
Professional vs public Needs: Media Influence or Outbreak Early Warning
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Knowledge and attitude Change: Pre and Post Questionnaires: Bugs and
Drugs Site for Public
Pre and Post Use Questionnaires– Used to evaluate differences in patient knowledge and attitudes
before and after using the site– Users were free to browse the site between questionnaires– First study took place in the Science Museum London as part of
‘live science’– 227 visitors took part of which 177 completed both questionnaires– Study repeated at Nottingham City Hospital Open Day and also
Oxford University Medical School
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Summary of results - Science Museum
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Knowledge & Attitude: Bugs and Drugs Relationship between knowledge change and
attitude change
-1
-0.8
-0.6
-0.4
-0.2
0
0.2
0.4
0.6
0.8
1
-1 -0.5 0 0.5 1
Change in knowledge
Cha
nge
in a
ttitu
de
24% users increased knowledge score and decreased attitude score
7% users decreased knowledge score and decreased attitude score
5% users decreased knowledge score and increased attitude score
11% users increased knowledge score and increased attitude score
Community of Practice – Social Networks
FEM wiki – social networks and training wiki resource for epidemiologists
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FEM wiki Launch 2010 and beyond
300+ users registered at ESCAIDE event.
Now: over 600 users
A red bar represents a single user’s period of activity.
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SN vs active forum contributions
SN Roles – evolution in light of actions in the CoP red - 1st replies blue -1st posts and 1st reply green nodes - 1st posters
Evolution of SN
Over 3 milliontweets were collected during May 2009 to
March 2010 containing the word
flu by CeRC pilot study
“I have swine flu”12,954
“I have the flu”12,651
Self Reporting Flu
0
500
1000
1500
2000
2500
3000
20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52
Tot
al T
wee
ts
Week
US
UK
Epidemic Intelligence: Early Warning and Outbreak Prediction
11th June 2009
Hour-by-Hour breakdown of the most popular resources posted to Twitter
The Dashboard Platform
Medi+Board
Edugames4allDG SANCO funded project to develop web games teaching pupils about microbes, hand and respiratory hygiene, and appropriate use of antibiotics
Project Background
European wide, DG SANCO funded, antibiotic and hygiene teaching resource for junior and senior school children.
17 countries are involved covering 62% of the European population.
Learning Objectives…
Microbes are all shapesand sizes:
(inside the body)
(in the kitchen)
(on the skin’s surface)
Microbes exist in various locations:
Teaching by playing: Good and Bad Microbes
• Player transports lactobacillus to make yogurtDEMO
Teaching by playing: Food Hygiene
The food sorting game is used to showhand, respiratory and respiratory hygiene.
DEMO
Antibiotics and Vaccine Use
• Player throws white blood cells
• Player delivers full course of antibiotics to infection
• DEMO
Junior Game Evaluation:Statistically significant knowledge gain
Level 3, Q1: “We use good microbes to make things like bread and yogurt” (p < 0.001, chi = 14.46)
Level 1, Q1: “If you cannot see a microbe it is not there” (p = 0.02, chi =5.60)
Level 2, Q2: “Soap can be used to wash away bad bugs” (p =0.02, chi=5.28)
Learning through Mechanics or Text? - using these LO: Statistically significant◦ LO1: “Soap can be used to wash away bad
bugs”◦ LO3: “We use good microbes to make things
like bread and yogurt”
Statistically not significant◦ LO2: “Our bodies have nature defences that
protect us”.◦ LO4: “All microbes and bad for us”.
Demographics 60 children Age: 6-11 years old Recruited on a voluntary basis 30 children in each group Group 1: ◦ Text taught LO1 and LO2◦ Mechanics taught LO3 and LO4
Group 2: ◦ Text taught LO3 and LO4◦ Mechanics taught LO1 and LO2
Results The results do not show a statistical significant for
either method of teaching the LOs – delivering each LO remain subjective to the topic
“We use good microbes to make things like bread and yogurt” was the only statistically significant LO and the one where mechanics was more successful than teaching through text. Also, it was the most successful in the large evaluation using combined text+mechanics approach - > this mechanics works
Work in progress: larger studies, more LOs and combination of methods
Seamless Evaluation Framework
Plot Outline
Quest Set
Conversation
Nodes
Assets
LOs ScoringRules
Story Rules
Game Mechanics
Conversation Rules
Animations
+
+
+
+
+ Presentation Layer
Conversation Layer
Quest Layer
Mission Layer
Education Layer
Study: Integrated assessment vsexternal assessment 49 kids age 6 – 13 Two groups:◦ Integrated assessment: How to be a Millionaire Show?
◦ Non integrated assessment: survey in the game
Results
Game perceived as “fun” (p=0.34, CI=95%) “having fun by playing the game” (p= 0.27,
CI=95%) “nice to play” (p=0.65, CI=95%)
Results continued 63% with integrated evaluation preferred it 20% reported that the integrated evaluation increased
their game experience 30% said game more interesting, another 30% did not
affect them in any way, 15% stated the quiz did not affect their game experience but prefer not to have it integrated in the game
5% do not want the quiz as part of the game 60% did not notice that their knowledge was evaluated
through the integrated evaluation.
IDS Detective Game Interactive Digital Storytelling Game Target group: senior school children (12-16 years) Several Missions◦ Bad Bacteria at BBQ – importance hand hygiene ◦ When Bugs go Wild – prudent antibiotics use◦ Gambling Never Pays - prudent antibiotics use
Microvision…
Investigative dialogue: Jamie Grimesworth (chef)
Collecting EvidenceDEMO PUZZLE
Seamless Evaluation Framework
Plot Outline
Quest Set
Conversation
Nodes
Assets
LOs ScoringRules
Story Rules
Game Mechanics
Conversation Rules
Animations
+
+
+
+
+ Presentation Layer
Conversation Layer
Quest Layer
Mission Layer
Education Layer
Seamless Evaluation Framework
Seamless Evaluation“Debriefing phase”: Post test – towards the
end of the game – measure knowledge change
Case Study
Seamless Evaluation – the EvaluationAims to assess:
Player’s perception of the assessment (21 participants – that did not leave the survey incomplete)
Effectiveness of the game in delivering the LOs (145 participants – participants who finish playing the game)
Participants: A mix of persons playing the game online and in a
controlled environment First the persons played the game and then they were
asked to fill a survey
SE EvaluationPlayers perception of the integrated assessment:
Preferred assessment method: 94% preferred the evaluation integrated in the game flow
Training mission: “Nathan – clean up the locker room!”
Based on “when bugs go wild” mission
Nathan, non-player character, failed to clean the locker room
Dirty socks in footballers’ cocker room
Nathan claims” these are clean but smell off “deodorant”
-> microbision shows presence of microbes
E-Copter lab tests shows these are fungi
Nathan admits the failure and clears the room
Quantifying it: Usability Evaluation
Evaluation in a “London School” 15 kids participated ◦ 8 played with training mission◦ 7 without training mission ◦ Choosing non-control evaluation by selecting only
those who declared that they have never played IDS type of game would demonstrate improvement but we wanted to know “how much” and is it “usable”◦ Small numbers: practical issues in working at schools,
difficulties engaging enough target group children, asking the right questions etc.
Usability Evaluation SUS (system Usability
Scale) adapted to games system -> game use -> play
Results: avg SUS scoreTutorial group = 61.25
(δ=8.95) Non-Tutorial group = 60
(δ=19.94)Not statistically significant p=0.84) considering a
confidence interval of 95%.
# Question p
1 I think I would like to play this game frequently.0.78
2 I found the game unnecessarily complex.0.18
3 I thought the game was easy to play.0.20
4 I think I would need the support of a teacher or otherexpert to be able to play this game.
0.47
5 I found various functions in this game were wellintegrated.
0.13
6 I thought there was too much inconsistency in thisgame.
0.37
7 I would imagine that most people would learn to playthis game very quickly.
0.45
8 I found the game very awkward to use.0.04
9 I felt very confident playing the game.0.13
10 I needed a lot of help before I could get to play thisgame.
0.16
SUS Results Comparison
The only statistically significant difference is for question eight – I found the game awkward to use (p=0.04) for a confidence interval of 95%.
Summary Training mission needed to reduce drop out
rates in children unfamiliar with the IDS games
It worked: 1st evaluation confirmed satisfaction, were not put off, ease of use
2nd evaluation confirmed◦ USABILITY with/without training similar (SUS
score)◦ Kids who played with training found the game less
awkward to use
NOT SURPRISING RESULTS – evidence we achieved our goal
Number of games users per country: Junior Games Senior Game
Number of website visitors, page views and resource downloads per month since January 2008
Media Coverage
Invited Speaker – “Idea Champion” at BMJ Panel: ◦ "The idea most likely to make the biggest impact on healthcare by 2020" (the NHS Innovation
Expo 2011, Excel, London, March 2011)
◦ ECDC Invited Speaker European meeting on “Epidemic Intelligence” (Stockholm, October 2010)
BMJ feature ◦ Can Twitter predict disease outbreaks?
◦ BMJ 2012; 344 doi: 10.1136/bmj.e2353 (Published 17 May 2012
Media Coverage
◦ “Epidemic Inteligence”Scientific Film
◦ BMJ: Medical Innovation: Sabreena Malik
◦ Social networking sites can help prevent pandemics:
(AFP) (15th December 2010) and replicated across more than
30 online news outlets63
“Patty Kostkova and her colleagues at City ehealth Research Centre, City University, London, showed that the 2009 H1N1 flu outbreak could have been identified on Twitter one week before it emerged in official records from general practitioner reports
“E-Bug uses interactive games to teach children about infection control”
CeRC staff – THANKS!CeRCGawesh JawaheerGayo DialloSue WisemanDavid FarrellSteve D’SouzaGemma MadleJane Mani-SaadaAnjana RoyJulius WeinbergMike CatchpoleFaiza HansrajNancy LaiSandy BeverageJohn LawrensonMartin SzomszorLisa LazareckDasun WeerasingheRos NyugiChristina DalyEd de QuinceyHelen Oliver David FowlerSimon Hammond UCL: Stephan Garbin
Justin Moser, Wendy Pan
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Contact
Thank you to CeRC, ISI Foundation and UCL
[email protected] Sites:◦ www.neli.org.uk◦ www.edugames4all.org◦ www.nric.org.uk◦ www.femwiki.com (hosted by ECDC)