scholarly journals Impact of a Serious Game on the Intention to Change Infection Prevention and Control Practices in Nursing Homes During the COVID-19 Pandemic: Protocol for a Web-Based Randomized Controlled Trial

10.2196/25595 ◽  
2020 ◽  
Vol 9 (12) ◽  
pp. e25595 ◽  
Author(s):  
Laurent Suppan ◽  
Mohamed Abbas ◽  
Gaud Catho ◽  
Loric Stuby ◽  
Simon Regard ◽  
...  

Background Nursing home residents are at high risk of complications and death due to COVID-19. Lack of resources, both human and material, amplifies the likelihood of contamination in these facilities where a single employee can contaminate dozens of residents and colleagues. Improving the dissemination of and adhesion to infection prevention and control (IPC) guidelines is therefore essential. Serious games have been shown to be effective in developing knowledge and in increasing engagement, and could motivate nursing home employees to change their IPC practices. Objective Our aim is to assess the impact of “Escape COVID-19,” a serious game designed to enhance knowledge and application of IPC procedures, on the intention of nursing home employees to change their IPC practices. Methods We will carry out a web-based randomized controlled trial following the CONSORT-EHEALTH (Consolidated Standards of Reporting Trials of Electronic and Mobile Health Applications and Online Telehealth) guidelines and incorporating relevant elements of CHERRIES (Checklist for Reporting Results of Internet E-Surveys). Participants will be randomized to either the control or the serious game (intervention) group. First, both groups will be asked to answer a questionnaire designed to gather demographic data and assess baseline knowledge. The control group will then receive a quick reminder of the current national guidelines and links to IPC guidelines for health care professionals, while the other group will play the game. Both groups will then have to answer a second questionnaire designed to assess their willingness to change their IPC practices after having followed their respective material. After completing this questionnaire, they will be granted access to the material presented to the group they were not assigned to and receive a course completion certificate. The primary outcome will be the proportion of participants willing to change their IPC practices according to group. Secondary outcomes will include the analysis of specific questions detailing the exact changes considered by the participants. Factors associated with participant willingness or reluctance to change behavior will also be assessed. Attrition will also be assessed at each stage of the study. Results The study protocol has been presented to our regional ethics committee (Req-2020-01262), which issued a declaration of no objection as such projects do not fall within the scope of the Swiss federal law on human research. Data collection began on November 5, 2020, and should be completed by December 4, 2020. Conclusions This study should determine whether “Escape COVID-19,” a serious game designed to improve compliance with COVID-19 safe practices, modifies the intention to follow IPC guidelines among nursing home employees. International Registered Report Identifier (IRRID) DERR1-10.2196/25595

Author(s):  
Laurent Suppan ◽  
Mohamed Abbas ◽  
Gaud Catho ◽  
Loric Stuby ◽  
Simon Regard ◽  
...  

BACKGROUND Nursing home residents are at high risk of complications and death due to COVID-19. Lack of resources, both human and material, amplifies the likelihood of contamination in these facilities where a single employee can contaminate dozens of residents and colleagues. Improving the dissemination of and adhesion to infection prevention and control (IPC) guidelines is therefore essential. Serious games have been shown to be effective in developing knowledge and in increasing engagement, and could motivate nursing home employees to change their IPC practices. OBJECTIVE Our aim is to assess the impact of “Escape COVID-19,” a serious game designed to enhance knowledge and application of IPC procedures, on the intention of nursing home employees to change their IPC practices. METHODS We will carry out a web-based randomized controlled trial following the CONSORT-EHEALTH (Consolidated Standards of Reporting Trials of Electronic and Mobile Health Applications and Online Telehealth) guidelines and incorporating relevant elements of CHERRIES (Checklist for Reporting Results of Internet E-Surveys). Participants will be randomized to either the control or the serious game (intervention) group. First, both groups will be asked to answer a questionnaire designed to gather demographic data and assess baseline knowledge. The control group will then receive a quick reminder of the current national guidelines and links to IPC guidelines for health care professionals, while the other group will play the game. Both groups will then have to answer a second questionnaire designed to assess their willingness to change their IPC practices after having followed their respective material. After completing this questionnaire, they will be granted access to the material presented to the group they were not assigned to and receive a course completion certificate. The primary outcome will be the proportion of participants willing to change their IPC practices according to group. Secondary outcomes will include the analysis of specific questions detailing the exact changes considered by the participants. Factors associated with participant willingness or reluctance to change behavior will also be assessed. Attrition will also be assessed at each stage of the study. RESULTS The study protocol has been presented to our regional ethics committee (Req-2020-01262), which issued a declaration of no objection as such projects do not fall within the scope of the Swiss federal law on human research. Data collection began on November 5, 2020, and should be completed by December 4, 2020. CONCLUSIONS This study should determine whether “Escape COVID-19,” a serious game designed to improve compliance with COVID-19 safe practices, modifies the intention to follow IPC guidelines among nursing home employees. CLINICALTRIAL INTERNATIONAL REGISTERED REPORT DERR1-10.2196/25595


2018 ◽  
Vol 6 (4) ◽  
pp. e17 ◽  
Author(s):  
Kiki R Buijs-Spanjers ◽  
Harianne HM Hegge ◽  
Carolien J Jansen ◽  
Evert Hoogendoorn ◽  
Sophia E de Rooij

2015 ◽  
Vol 36 (5) ◽  
pp. 355-360 ◽  
Author(s):  
Jasmine Travers ◽  
Carolyn T.A. Herzig ◽  
Monika Pogorzelska-Maziarz ◽  
Eileen Carter ◽  
Catherine C. Cohen ◽  
...  

2020 ◽  
Vol 21 (1) ◽  
pp. 97-103 ◽  
Author(s):  
Mansi Agarwal ◽  
Andrew W. Dick ◽  
Mark Sorbero ◽  
Lona Mody ◽  
Patricia W. Stone

2005 ◽  
Vol 48 (4) ◽  
pp. 282-292 ◽  
Author(s):  
Anthony D. LaMontagne ◽  
Anne M. Stoddard ◽  
Richard A. Youngstrom ◽  
Marvin Lewiton ◽  
Glorian Sorensen

2021 ◽  
Author(s):  
Melanie Suppan ◽  
Loric Stuby ◽  
Stephan Harbarth ◽  
Christophe Fehlmann ◽  
Sophia Achab ◽  
...  

BACKGROUND Regular or too aggressive COVID-19 infection prevention and control (IPC) campaigns might prove inefficient and could even turn out to be counterproductive because of the rather high degree of mistrust towards the authorities. Serious games represent an original, engaging, and potentially effective way of disseminating COVID-19 IPC guidelines. OBJECTIVE Escape COVID-19, a serious game designed to teach COVID-19 IPC practices, was previously validated in nursing home personnel. The objective of this study was to identify the factors facilitating or impeding the intention of changing IPC behavior after following this game in a larger and more heterogeneous population after national rollout. METHODS This fully-automated prospective web-based study, compliant with the Checklist for Reporting Results of Internet E-Surveys (CHERRIES), was conducted in all 3 main language regions of Switzerland. After creating an account on a specific web platform, participants were asked to fill in a short demographic questionnaire before accessing the serious game. A second questionnaire was then displayed and had to be completed to obtain a course completion certificate. The primary outcome was the proportion of participants reporting they were willing to change their IPC behavior. Secondary outcomes were the IPC areas affected by this willingness and the presumed evolution in the use of specific personal protective equipment items. The elements associated with the intention of changing IPC behavior, or lack thereof, were also assessed. Other secondary outcomes were the subjective perceptions regarding length, difficulty, meaningfulness and usefulness of the serious game, impression of engagement and of boredom while playing it, and willingness to recommend its use to friends or colleagues. RESULTS From March 9th to June 9th 2021, a total of 3’227 accounts were created on the platform and 1’104 participants (34.2%) completed the post-game questionnaire. A total of 509 participants (46.1%) answered that they intended to change their IPC behavior after playing the game. Among the others, most (86%, 512/595) answered that they were already applying these guidelines. Participants who followed the German version were less likely to intend to change their IPC behavior (OR 0.48 [95%CI 0.24 to 0.96], P=.038) and found the game less engaging (P<.001). Conversely, participants aged 53 years or older had a stronger intention of changing IPC behavior (OR 2.07 [95%CI 1.44 to 2.97], P<.001). CONCLUSIONS "Escape COVID-19" is a useful tool to enhance correct IPC measures on a national scale, even after 2 COVID-19 pandemic waves. However, its impact was affected by language, age category, and previous educational training, and adaptations should be performed to enhance its impact on specific populations.


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