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D
ental caries, also known as cavities, is a multifac-
Paulo G. de B. Silva, PhD,1 and Juliana P.M.L. Rolim, PhD1 torial, biofilm-sucrose-dependent disease, charac-
1
terized by the progressive destruction of the mineral
Department of Dentistry, Christus University Center structure of dental tissues, that can be controlled by
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childhood through learning resources that are close to the units was reached. The calculation was performed using the
reality experienced by children, the present study aimed at Epi Info software for Windows, version 7.2 (Centers for
developing an educational game in application format, for Disease Control and Prevention [CDC], Atlanta). The sample
mobile devices, with usability tested for preschoolers under 6 was randomly composed of preschool students from a public
years of age. school of the municipal education network of Fortaleza-CE,
Brazil, through a random lottery executed using the ran-
Materials and Methods dom.org website. The students of the Tertuliano Cambraia
The study comprised an analytical, transversal, observa- Municipal School who studied in the afternoon, which per-
tional, descriptive, and quantitative assessment. The first stage tained to the analyzed age group (from 3 to 5 years) until the
consisted of the selection of the target public and the choice of final date of the tests, were included in the lottery. The ex-
topics to be explored in the software application, according to clusion criteria comprised neurological conditions that in-
the Basic Attention Guidelines of the Ministry of Health.7 terfered with the use of software applications and the absence
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environment, with minimal external stimuli that could in- After concluding the test phase, a sociodemographic
terfere with the user’s application experience. Images of the questionnaire was applied to the child’s respective guardian,
home screen of the application and a child executing the us- in which the family income, the experience regarding the use
ability test are shown in Figures 1 and 2. of mobile devices by the child, and the purpose of their use
Observation and interview surveying comprised the used were discussed.
techniques to evaluate effectiveness/efficiency and satisfac- The data collected in the assessments were analyzed by
tion, respectively, since these methods are used in usability Fisher’s exact test and the chi-square test, with a 95% confi-
tests with children who have not yet mastered the written dence interval, using the SPSS software, version 20.0.
language.18,19 The measuring mechanism applied to assess
effectiveness and efficiency was the User’s Success Rate, ex- Results
pressed as a percentage and calculated using specific equa- The results obtained in the usability test regarding the ef-
tions,17,19 which consists of the sum of tasks performed fectiveness and efficiency of the application are described
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correctly during the use of the application (such as selecting a below in relation to the total number of children in the study
menu or dragging objects). A task that was concluded suc- (N = 43) and by age group (Tables 1 and 2). Accordingly, the
cessfully (‘‘Yes’’) equaled 100%; tasks completed with diffi- results concerning the satisfaction assessment are shown in
culty (‘‘Partial’’) represented 50% of success, and uncompleted Table 3. The p > 0.05 demonstrates that there was no statistical
tasks (‘‘No’’) corresponded to 0%.15,16 To measure satisfaction, difference between the groups due to the high number of
a structured script form that had already been validated in the successfully executed tasks by the children during the us-
literature was used and it evaluated the following aspects: fun, ability test.
ease of use of the application, user affinity with the character, Regarding the performance in the three evaluated activities
interest of the user to repeat the user experience, and interest proposed in the Game Menu, the percentages of children of 3,
of the user to use the application at home.18–20 4, and 5 years of age, who selected all of the healthy foods on
the first attempt in the game ‘‘Put the healthy food into the
mouth,’’ were 25%, 76.9%, and 44.4%, respectively. In the
postmeal oral hygiene game (‘‘I just ate. What should I do?’’),
the percentages of the 3, 4, and 5 year olds that solved the
activity on the first attempt were 91.6%, 76.9%, and 66.6%,
respectively. In the game addressing the need for dental
brushing before bedtime (‘‘What to do before bedtime?’’), the
respective percentages of the 3, 4, and 5-year-old children
that executed the activity on the first attempt were 91.6%,
76.9%, and 77.7%.
In the effectiveness and efficiency assessments of the Pro-
posed Activity screens, the evaluated elements ‘‘The child did
not have problems in solving the activities proposed in the
application’’ and ‘‘The child managed to put the healthy food
into the character’s mouth’’ displayed different patterns of
response compared to the other elements ( p < 0.05), given that
significant ‘‘Partial’’ and ‘‘No’’ results were observed in the 5-
year-old children.
According to the data obtained from the sociodemographic
questionnaire, 55.8% and 41.8% of the children had family
incomes that were equal to or less than one minimum wage,
and most of the children in the sample already used mobile
devices (86%). Statistical analysis using Fisher’s exact test and
the chi-square test showed that the results obtained in the
usability assessments did not exhibit a significant relationship
with the family income and the use of mobile devices
Fig. 2. Child executing the usability test. ( p > 0.05).
The child did not have problems finding the Story Menu
Character Selection Screen 97.6 ( p = 1.0000) 100 ( p = 1.0000) 92.3 ( p = 1.0000) 100 ( p = 1.0000)
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Story Menu 97.6 ( p = 0.393) 97.9 ( p = 0.5546) 98.0 ( p = 0.5560) 97.2 ( p = 0.5606)
The child managed to put the tooth paste on the tooth brush
Game Menu 85.3 ( p < 0.001) 82.8 ( p < 0.001) 86.4 ( p = 0.0024) 85.0 ( p < 0.001)
Discussion are essential for the prevention of caries and should be in-
troduced as early as possible, thus providing means to pro-
Dental caries in childhood is still considered a public health mote self-care.22 These actions must respect the cognitive
problem and may have negative repercussions on phonation, characteristics of childhood, as well as prioritize playfulness
chewing, swallowing, esthetics, and the self-esteem of chil- as a way of arousing interest and motivation.23
dren affected by this disease.2,21 In this sense, educational The current model of health education, characterized as an
strategies for dietary guidance and instruction in oral hygiene active process of knowledge construction, has sought to use
The child correctly selected the Start Menu on the first attempt
The child easily managed to restart the exercise after his/her mistakes
Character Selection Screen 93.0 (p = 1.0000) 91.6 (p = 1.0000) 100 (p = 1.0000) 88.8 (p = 1.0000)
Story Menu 80.2 (p = 0.2254) 75.0 (p = 0.2546) 80.7 (p = 0.8022) 83.3 (p = 0.9454)
Game Menu 82.1 (p < 0.0001) 83.3 (p < 0.0008) 88.4 (p = 0.0036) 76.8 (p = 0.0029)
The child knew how to restart the activity after his/her mistakes
a
Efficiency evaluation in the total sample (N = 43) and per age group, by calculating the User’s Success Rate. Data analyzed by Fisher’s exact test and the chi-square test,
with a confidence interval of 95%.
more dynamic approaches with resources that are closer to re- hinders this comparison.18 Educational strategies in oral health
ality experienced by individuals.24 Few educational oral health for children may follow this trend, using learning resources such
applications, directed at preschoolers, are available. This makes as digital games.9 Based on this, the game, developed in the
the comparison between studies limited, given that most of the present study, was designed to convey oral health information in
softwares that address the issue are aimed at primary school a playful manner using mobile devices, which already constitute
children.9 The diversity of usability testing methodologies also as tools in the daily life of children.10,11
Given that in the age group of the application’s target to carry out the task of dragging objects), but because of the
public, most of the children are not yet literate, which could difficulty in differentiating healthy foods from cariogenic ones.
generate difficulty in understanding more complex interfaces, The choice of sweet foods by children may be related to the
a gamified model (elaborated with elements of game me- dietary habits of their families. The data obtained through the
chanics) was employed, using animation and audio resources. sociodemographic questionnaires revealed that almost all of
The techniques selected for the usability tests in the present the participants in the study come from families with incomes
study are commonly used with children who have not yet that are equal to or less than a minimum wage. Some studies
mastered the written language.18,19,25 correlate the prevalence of cavities in low-income communities
Usability tests with children present the following limitations to more substantial consumption of foods rich in sugar.3,29
that should be considered: the children’s attention span, their Few educational oral health applications directed to the pre-
motivation to please adults, the ability to adapt to new situations, school public are available, which makes the comparison be-
possible difficulty in verbalizing their opinions, and their ability tween studies limited, given that most of the softwares that
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regarding abstract thinking and understanding of the assessed address the issue are aimed at primary school children.9 The di-
concepts.25,26 In view of the mentioned limitations, usability tests versity of usability testing methodologies also hinders this
with children are generally performed with the use of more than comparison.18
one technique.19 Thus, in the present study, the evaluation of the During the usability test, the need to improve some of the
application’s usability was conducted using two methods: ob- screens to enhance the interaction between the users and the
servation and satisfaction interview surveying.18–20 interface was verified. In the Story Menu, the home screen will
After assessing the effectiveness and efficiency of the Home, be modified in order for the character to appear in the living
Character Selection, Application Exploration (Story Menu), and room, with new audio: ‘‘Hello! Let’s learn how to care for our
the Proposed Activity Screens, it was verified that the children teeth. Click the arrow below and let’s go! 1, 2, 3 . Brush!.’’
understood the objectives of the interfaces, performing the tasks Another alteration to be made will be on the flossing screen so
needed to navigate (such as accessing the start menu, selecting that the floss always appears next to the bathroom sink. The
the desired character, brushing the character’s teeth, and drag- dental floss animation will be replaced with an interactive
ging objects) in all segments of the application, even if at some activity, in which the child can use the floss to assist in the oral
point they required assistance from the evaluator. hygiene of the character. Finally, in the Game Menu, ex-
Thus, in the effectiveness and efficiency evaluations, the planatory audio will be inserted at the end of the ‘‘Put the
software application obtained satisfactory results, given that healthy food into the mouth’’ game, since it was the exercise in
in usability tests the value of the success rate of these attri- which the children exhibited the most difficulty, to emphasize
butes usually remains around 50% since the user often makes the relationship between foods rich in sugar and dental caries.
mistakes the first time he/she uses an application.17 The sat-
isfaction assessment was also considerably positive, demon- Conclusions
strating the children’s wide acceptance of the application. According to the objectives of the present study, an edu-
The differences observed in the efficiency evaluation possi- cational game was developed, in an application format for
bly occurred due to the inherent characteristics of the children mobile devices, with usability for preschoolers between 3 and
participating in the study. Three year olds naturally require 5 years of age, given that it obtained excellent results re-
navigation assistance, even with applications developed ac- garding the three evaluated aspects (effectiveness, efficiency,
cording to the cognitive aspects of that age.27 The 5-year-old and satisfaction). However, future studies are necessary to
children obtained a lower efficiency performance possibly be- verify the efficacy of the developed interface in the context of
cause they tend to act more untimely, which can be expected the children’s learning process in health and the promotion of
due to the leap that occurs in language development between habits related to healthy diets and oral hygiene for the general
5 and 7 years of age (speech planner function), leading to preschool public.
difficulty in the coordination between thought and action.28
The activity in which the children displayed the most signifi- Acknowledgments
cant difficulty in all of the groups was the ‘‘Put the healthy food The authors thank the support from the Christus University
into the mouth’’ exercise. According to the obtained results, this Center for the development of the application and the col-
was the game where the largest number of children required two laboration of the teachers, coordination, and direction of the
or more attempts to complete the activity. This effect was ob- Tertuliano Cambraia Municipal School during the usability
served not to be due to navigability (since the children were able tests. The study did not receive funding during its execution.
Disclosure Statement 15. Nielsen J, Loranger H. Prioritizing web usability, 1st ed [In Portuguese]. Rio de
Janeiro: Campus, 2007.
The authors report no conflict of interest. L.F.X.A.C. reports
16. Nielsen J, Budiu R. Mobile usability, 1st ed [In Portuguese]. Rio de Janeiro:
no salary from the Christus University Center during the con- Campus, 2014.
duct of this study. J.P.C. reports no salary from the Christus 17. Nielsen J. Nielsen Norman Group success rate: The simplest usability metric.
University Center during the conduct of this study. D.P.M. re- 2001;1–5. Available at www.nngroup.com/articles/success-rate-the-simplest-
usability-metric (last accessed May 15, 2017).
ports no salary from the Christus University Center during the
conduct of this study. Dr. Edgar Marçal reports salary from 18. Diah NM, Ismail M, Ahmad S, Dahari MKM. Usability testing for educational
computer game using observation method. Proceedings—2010 International
Federal University of Ceará during the conduct of the study. Dr. Conference on Information Retrieval and Knowledge Management: Exploring
Paulo G. de B. Silva reports salary from Christus University the Invisible World, CAMP’10. Shah Alam, Malaysia. 2010;157–161.
Center during the conduct of the study. J.P.M.L.R. reports salary 19. Ismail M, Diah NM, Ahmad S, Kamal NAM, Dahari MKM. Measuring usability of
educational computer games based on the user success rate. SHUSER 2011—
from Christus University Center during the conduct of the study. 2011 International Symposium on Humanities, Science and Engineering
Research. Kuala Lumpur, Malaysia. 2011;56–60.
Downloaded by Tufts University package NERL from www.liebertpub.com at 07/24/18. For personal use only.
20. Ramı´ rez-Benavides K, López G, Guerrero LA. A mobile application that allows
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