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临床试验/NCT04377165
NCT04377165终止不适用

Innovative Tool to Limit Spread of COVID 19 in Residential Aged Care

The University of Queensland0 个研究点目标入组 34 人开始时间: 2020年5月6日最近更新:
适应症
干预措施

试验速览

阶段
不适用
状态
终止
入组人数
34
主要终点
To compare the hours of sick leave used over the course of the 4-week period post randomisation for each group

研究概览

简要总结

This project is a randomised trial in order to determine if "gamification" can result in behaviour change for healthcare workers in the residential aged care setting. The app is for Age Care and care workers at the front line who are working to protect those most vulnerable to COVID-19. There are 2 groups in this trial on group will receive current and accurate information from an app. The other group will receives the app with the addition of a gamification competent, this will include rewarding experiences for staff doing safety behaviours and wellbeing behaviours. The purpose of the gamification is to create a calming and reassuring experience that injects positivity and joy where possible during this stressful time.

详细描述

The study design will be a multi- centre cluster randomised control trial, where Age Care facilities are randomised into two groups:

  1. Newsfeed- gets the app with newsfeed only
  2. Gamification group- gets the full gamified app, including the newsfeed Workers in our network of residential aged care facilities will be invited to participate in a study of communication of information regarding COVID-19 and how they will play a role in preventing its spread.

研究设计

研究类型
Interventional
分配方式
Randomized
干预模型
Sequential
主要目的
Prevention
盲法
None

入排标准

年龄范围
18 Years 至 90 Years(Adult, Older Adult)
性别
All
接受健康志愿者

入选标准

  • Age Health Care Worker

排除标准

  • 未提供

研究组 & 干预措施

Newsfeed

Active Comparator

This will provide you with reliable accurate information on the pandemic.

干预措施: Newsfeed function (Behavioral)

Gamification

Experimental

The gamification function will allow users to earn points for actions completed. The gamification function has links to resources for infection control, watching or completing tasks or playing games to earn points. Points can be viewed at a facility level, state level or national level.

干预措施: Gamification (Behavioral)

结局指标

主要结局

To compare the hours of sick leave used over the course of the 4-week period post randomisation for each group

时间窗: 4 weeks

Compare the number of sick leave prior to users utilising the app and at the end of the 4 weeks between the arms

次要结局

  • To compare self-testing rates(4 weeks)
  • To compare the other types of outbreaks (Flu, gastroenteritis)(4 weeks)
  • To compare the awareness of COVID 19 training available to workers in the facilities(4 weeks)
  • To compare the number of COVID 19 infections in facilities(4 weeks)
  • To compare handwashing behaviour(4 weeks)
  • To compare the levels of PPE material used in(4 weeks)
  • To compare the level of surface wipe down(4 weeks)
  • To compare number of COVID-19 tests completed in Facilities(4 weeks)
  • To compare the awareness of PPE training available to workers in the facilities(4 weeks)
  • To compare the wellbeing and self-efficacy of the two groups(4 weeks)

研究者

申办方类型
Other
责任方
Sponsor

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