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1 
Digital Health: From Online 
Evidence to Serious Games 
“Stop the Bugs” 
Patty Kostkova 
UCL 
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). 
2
Healthcare in 21st century: mobile 
 31% (up from 17% in 2010) of cell phone 
users have used their phone to look up 
health information 
3
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 
4
5 
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 evidence 
NRIC monthly site usage 2005‐2011 
40,000 
35,000 
30,000 
25,000 
20,000 
15,000 
10,000 
5,000 
0 
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 
1000 
900 
800 
700 
600 
500 
400 
300 
200 
100 
0 
Fri 18 Sat 19 Sun 20 Mon 21 Tue 22 Wed 23 Thu 24 Fri 25 Sat 26 Sun 27 
Date 
Page Views
Searching/browsing behaviour 
7
8
Does the accessibility of information 
make the search for knowledge any 
9 
easier?
Google, msn searches that led to the AR site between 1 Sep & 31st Jan 
38883 searches 
10 
 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
Professional vs public Needs: Media 
Influence or Outbreak Early Warning 
3 Datasets: 
 Professional Information Needs: The 
NeLI/NRIC webserver logs 
 Public Information Needs: The Google 
Trends data 
 Media coverage: Guardian Open Platform 
API
Knowledge and attitude Change: Pre and Post Questionnaires: Bugs and 
14 
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
Summary of results - Science Museum 
15
Knowledge & Attitude: Bugs and Drugs 
Relationship between knowledge change and 
5% users 
decreased 
knowledge score 
and increased 
attitude score 
-1 -0.5 0 0.5 1 
16 
attitude change 
1 
0.8 
0.6 
0.4 
0.2 
0 
-0.2 
-0.4 
-0.6 
-0.8 
-1 
Change in knowledge 
Change in attitude 
24% users 
increased 
knowledge score 
and decreased 
attitude score 
7% users 
decreased 
knowledge score 
and decreased 
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 
18
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. 
19
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 million 
tweets 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 
3000 
2500 
2000 
1500 
1000 
500 
0 
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 
Total Tweets 
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
Edugames4all 
DG 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 shapes 
and sizes: 
 Microbes exist in various locations: 
(inside the body) 
(in the kitchen) 
(on the skin’s surface)
Teaching by playing: 
Good and Bad Microbes 
• Player transports lactobacillus to make yogurt 
DEMO
Teaching by playing: 
Food Hygiene 
The food sorting game is used to show 
hand, 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 
LOs Scoring 
Plot 
Outline 
Quest 
Set 
Conversa 
tion 
Nodes 
Assets 
Rules 
Story 
Rules 
Game 
Mechanics 
Conversati 
on Rules 
Animation 
s 
+ 
+ 
+ 
+ 
Education 
Layer 
Mission 
Layer 
Quest 
Layer 
Conversation 
Layer 
+ Presentation 
Layer
Study: Integrated assessment vs 
external 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 Evidence 
DEMO PUZZLE
Seamless Evaluation Framework 
LOs Scoring 
Plot 
Outline 
Quest 
Set 
Conversa 
tion 
Nodes 
Assets 
Rules 
Story 
Rules 
Game 
Mechanics 
Conversati 
on Rules 
Animation 
s 
+ 
+ 
+ 
+ 
Education 
Layer 
Mission 
Layer 
Quest 
Layer 
Conversation 
Layer 
+ Presentation 
Layer
Seamless Evaluation Framework
Seamless Evaluation 
“Debriefing phase”: Post test – towards the 
end of the game – measure knowledge 
change
Case Study
Seamless Evaluation – the Evaluation 
Aims 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 Evaluation 
Players 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 score 
Tutorial 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 other 
expert to be able to play this game. 
0.47 
5 I found various functions in this game were well 
integrated. 
0.13 
6 I thought there was too much inconsistency in this 
game. 
0.37 
7 I would imagine that most people would learn to play 
this 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 this 
game. 
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 outlets 
63 
“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! 
CeRC 
Gawesh Jawaheer 
Gayo Diallo 
Sue Wiseman 
David Farrell 
Steve D’Souza 
Gemma Madle 
Jane Mani-Saada 
Anjana Roy 
Julius Weinberg 
Mike Catchpole 
Faiza Hansraj 
Nancy Lai 
Sandy Beverage 
John Lawrenson 
Martin Szomszor 
Lisa Lazareck 
DasunWeerasinghe 
Ros Nyugi 
Christina Daly 
Ed de Quincey 
Helen Oliver 
David Fowler 
Simon Hammond 
UCL: Stephan Garbin 
Justin Moser, Wendy Pan 
64
Contact 
 Thank you to CeRC, ISI Foundation and 
UCL 
 p.kostkova@ucl.ac.uk 
 Sites: 
◦ www.neli.org.uk 
◦ www.edugames4all.org 
◦ www.nric.org.uk 
◦ www.femwiki.com (hosted by ECDC)

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Digital Health: From Online Evidence to Serious Games - "Stop the Bugs"

  • 1. 1 Digital Health: From Online Evidence to Serious Games “Stop the Bugs” Patty Kostkova UCL London, UK
  • 2. 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). 2
  • 3. Healthcare in 21st century: mobile  31% (up from 17% in 2010) of cell phone users have used their phone to look up health information 3
  • 4. 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 4
  • 5. 5 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
  • 6. 1. Quantitative evidence NRIC monthly site usage 2005‐2011 40,000 35,000 30,000 25,000 20,000 15,000 10,000 5,000 0 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 1000 900 800 700 600 500 400 300 200 100 0 Fri 18 Sat 19 Sun 20 Mon 21 Tue 22 Wed 23 Thu 24 Fri 25 Sat 26 Sun 27 Date Page Views
  • 8. 8
  • 9. Does the accessibility of information make the search for knowledge any 9 easier?
  • 10. Google, msn searches that led to the AR site between 1 Sep & 31st Jan 38883 searches 10  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
  • 11. Professional vs public Needs: Media Influence or Outbreak Early Warning 3 Datasets:  Professional Information Needs: The NeLI/NRIC webserver logs  Public Information Needs: The Google Trends data  Media coverage: Guardian Open Platform API
  • 12.
  • 13.
  • 14. Knowledge and attitude Change: Pre and Post Questionnaires: Bugs and 14 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
  • 15. Summary of results - Science Museum 15
  • 16. Knowledge & Attitude: Bugs and Drugs Relationship between knowledge change and 5% users decreased knowledge score and increased attitude score -1 -0.5 0 0.5 1 16 attitude change 1 0.8 0.6 0.4 0.2 0 -0.2 -0.4 -0.6 -0.8 -1 Change in knowledge Change in attitude 24% users increased knowledge score and decreased attitude score 7% users decreased knowledge score and decreased attitude score 11% users increased knowledge score and increased attitude score
  • 17. Community of Practice – Social Networks
  • 18. FEM wiki – social networks and training wiki resource for epidemiologists 18
  • 19. 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. 19
  • 20. SN vs active forum contributions
  • 21. SN Roles – evolution in light of actions in the CoP  red - 1st replies  blue -1st posts and 1st reply  green nodes - 1st posters
  • 23. Over 3 million tweets were collected during May 2009 to March 2010 containing the word flu by CeRC pilot study
  • 24. “I have swine flu” 12,954 “I have the flu” 12,651
  • 25. Self Reporting Flu 3000 2500 2000 1500 1000 500 0 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 Total Tweets Week US UK
  • 26. Epidemic Intelligence: Early Warning and Outbreak Prediction
  • 28.
  • 29. Hour-by-Hour breakdown of the most popular resources posted to Twitter
  • 32. Edugames4all DG SANCO funded project to develop web games teaching pupils about microbes, hand and respiratory hygiene, and appropriate use of antibiotics
  • 33. 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.
  • 34. Learning Objectives…  Microbes are all shapes and sizes:  Microbes exist in various locations: (inside the body) (in the kitchen) (on the skin’s surface)
  • 35. Teaching by playing: Good and Bad Microbes • Player transports lactobacillus to make yogurt DEMO
  • 36. Teaching by playing: Food Hygiene The food sorting game is used to show hand, respiratory and respiratory hygiene. DEMO
  • 37. Antibiotics and Vaccine Use • Player throws white blood cells • Player delivers full course of antibiotics to infection • DEMO
  • 38. 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)
  • 39. 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”.
  • 40. 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
  • 41. 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
  • 42. Seamless Evaluation Framework LOs Scoring Plot Outline Quest Set Conversa tion Nodes Assets Rules Story Rules Game Mechanics Conversati on Rules Animation s + + + + Education Layer Mission Layer Quest Layer Conversation Layer + Presentation Layer
  • 43. Study: Integrated assessment vs external assessment  49 kids age 6 – 13  Two groups: ◦ Integrated assessment: How to be a Millionaire Show? ◦ Non integrated assessment: survey in the game
  • 44. 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%)
  • 45. 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.
  • 46. 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
  • 48. Investigative dialogue: Jamie Grimesworth (chef)
  • 50. Seamless Evaluation Framework LOs Scoring Plot Outline Quest Set Conversa tion Nodes Assets Rules Story Rules Game Mechanics Conversati on Rules Animation s + + + + Education Layer Mission Layer Quest Layer Conversation Layer + Presentation Layer
  • 52. Seamless Evaluation “Debriefing phase”: Post test – towards the end of the game – measure knowledge change
  • 54. Seamless Evaluation – the Evaluation Aims 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
  • 55. SE Evaluation Players perception of the integrated assessment: Preferred assessment method: 94% preferred the evaluation integrated in the game flow
  • 56. 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
  • 57. 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.
  • 58. Usability Evaluation  SUS (system Usability Scale) adapted to games  system -> game  use -> play Results: avg SUS score Tutorial 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 other expert to be able to play this game. 0.47 5 I found various functions in this game were well integrated. 0.13 6 I thought there was too much inconsistency in this game. 0.37 7 I would imagine that most people would learn to play this 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 this game. 0.16
  • 59. 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%.
  • 60. 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 
  • 61. Number of games users per country: Junior Games Senior Game
  • 62. Number of website visitors, page views and resource downloads per month since January 2008
  • 63. 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 outlets 63 “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”
  • 64. CeRC staff – THANKS! CeRC Gawesh Jawaheer Gayo Diallo Sue Wiseman David Farrell Steve D’Souza Gemma Madle Jane Mani-Saada Anjana Roy Julius Weinberg Mike Catchpole Faiza Hansraj Nancy Lai Sandy Beverage John Lawrenson Martin Szomszor Lisa Lazareck DasunWeerasinghe Ros Nyugi Christina Daly Ed de Quincey Helen Oliver David Fowler Simon Hammond UCL: Stephan Garbin Justin Moser, Wendy Pan 64
  • 65. Contact  Thank you to CeRC, ISI Foundation and UCL  p.kostkova@ucl.ac.uk  Sites: ◦ www.neli.org.uk ◦ www.edugames4all.org ◦ www.nric.org.uk ◦ www.femwiki.com (hosted by ECDC)