Refresher Training through Digital and Physical, Card-Based Game for Accredited Social Health Act...
summary
A card-based physical game and a smartphone-based game are developed and deployed with 368 CHWs randomized into four equal groups (digital game, physical card game, classroom refresher, control). Both game conditions outperform classroom and control on immediate and 3-week retention with p < 0.01 and large effects (digital Cohen's d 1.31, physical Cohen's d 1.22), showing the interventions are built, scalable, and produce substantial knowledge gains.
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