Abstract: |
Background: Healthcare system is moving toward a patient-centric model. As a result, patient education plays a vital role in all aspects of care. Poor health literacy has a direct association with poor health outcomes, including hospitalization, mortality, and chronic disease management(Pignone & DeWalt, 2006)(Aboumatar et al., 2013). Despite the detailed prescription patient handout provided, critical gap between patient’s understanding of medication information recall during adverse events still exists. Most patients do not read the lengthy patient leaflet, which resulted in a lack of understanding of medication information. In multiple studies, visual aids have shown to impact information recall significantly compared to text alone. (Farrell et al., 2014) (Katz et al., 2006). Therefore, to address the knowledge gap, we proposed an interactive game-based application that can help to improve patient’s recall of medication information. We hypothesise that by recalling crucial medication information, patients may be prone to higher adherence, lower adverse event rates and overall better health outcomes. In the game application, we first develop a database framework to organize and integrate crucial medication information. We focused on cardiovascular and mental health medication for the prototype.
Method: We designed a conceptual data model for a mobile game application. The data model includes six entities: drug class, drug information (e.g., generic name, brand name, keywords), drug information type (e.g., indication, warning, adverse effects, interactions, and patient counselling), DrugQuiz (e.g., quiz question, hint) DrugQuizOption, and QuizType (i.e., sorted based on the level of the game level). We then created a front-end web form and populated 2100 medical information related to 84 cardio and mental health drugs. The crucial drug information was reviewed by clinical pharmacists.
Result: We successfully created a database for Medscrab, an interactive mobile game application that allows the participants to pick their drug of choice to play the game. The database contains a total of 2100 information derived from 84 medications. Each medication has 25 pieces of information that belong to 5 different levels and 9 different quiz questions with multiple choices answers. After completion of each level, there is a mini-quiz and a final quiz at the end of each game to examine the participants’ knowledge and ability to recall displayed information. We also incorporated feedback from all team members and reiterated the design of the database several times.
Conclusion: In this study, by using a relational database and ironic framework, MedScrab, an interactive mobile game application, was successfully created to educate the patient on medication information. The application is currently available on both iOS and Android systems (www.medscrab.com). In the future, we will be conducting usability and experimental design studies. |