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Accepted for/Published in: JMIR Formative Research

Date Submitted: Jan 12, 2023
Date Accepted: Jul 4, 2023

The final, peer-reviewed published version of this preprint can be found here:

Usability and Satisfaction Testing of Game-Based Learning Avatar-Navigated Mobile (GLAm), an App for Cervical Cancer Screening: Mixed Methods Study

Wanberg LJ, Kim A, Vogel RI, Sadak KT, Teoh D

Usability and Satisfaction Testing of Game-Based Learning Avatar-Navigated Mobile (GLAm), an App for Cervical Cancer Screening: Mixed Methods Study

JMIR Form Res 2023;7:e45541

DOI: 10.2196/45541

PMID: 37552527

PMCID: 10445170

Usability and satisfaction testing of a cervical cancer screening Game-based Learning Avatar-navigated mobile (GLAm) app: A mixed-methods study

  • Lindsey J Wanberg; 
  • Angela Kim; 
  • Rachel I Vogel; 
  • Karim Thomas Sadak; 
  • Deanna Teoh

ABSTRACT

Background:

The number of individuals who were up to date on their cervical cancer screening decreased between 2005 and 2016. Based on evidence that mobile technology can aid understanding of screening guidelines and health-related decision making, the study team developed a novel “Game-based Learning Avatar-navigated mobile” (GLAm) web application to educate and motivate cervical cancer screening using the Fogg Behavioral Model as a theoretic guide.

Objective:

To test the ease of use, usefulness, and satisfaction of the GLAm app amongst 21- to 29-year-old participants eligible for cervical cancer screening.

Methods:

This mixed methods study comprised a qualitative think-aloud-play interview session and a quantitative survey study. Participants were individuals ages 21 to 29 years of age residing in the United States who were eligible for cervical cancer screening per national screening guidelines. Participants were recruited via social media. Participants explored the app in a think-aloud-play session conducted via video conference (qualitative study) and/or used the app independently for one week and completed an online survey (quantitative study). App ease of use, usefulness, and satisfaction was assessed using think-aloud play and direct content analysis (qualitative study) and survey responses to validated survey questions (quantitative). Mean ± standard deviation scores (range 1-7) are presented.

Results:

Qualitative study results showed participants desire app content that is concise, eases anxiety around screenings, and uses game features such as avatars and rewards. Participants perceived the app to be easy to use (6.17±0.27), and moderately useful to increase cervical cancer screening knowledge and uptake (4.94±0.27). Participants were highly satisfied with the app (6.21±1.20).

Conclusions:

We found users were satisfied with the app format and found it easy to use. Quantitative study results showed it was moderately useful to inform and motivate cervical cancer screening, and qualitative results demonstrated its ability to ease anxiety about screening. The app has the potential to educate individuals about cervical cancer screening in a fun way and to demystify the screening procedure and result interpretation. A modified version of the app is undergoing efficacy testing in a randomized controlled trial. Clinical Trial: NA


 Citation

Please cite as:

Wanberg LJ, Kim A, Vogel RI, Sadak KT, Teoh D

Usability and Satisfaction Testing of Game-Based Learning Avatar-Navigated Mobile (GLAm), an App for Cervical Cancer Screening: Mixed Methods Study

JMIR Form Res 2023;7:e45541

DOI: 10.2196/45541

PMID: 37552527

PMCID: 10445170

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