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T O TA L 29 I m p rove consumer satisfaction and recall of healthcare i n f o rmation with social learning theory. B y M a r i e L ei n e r, B l a n c a G a r c i a , a n d G i l b er t H a n da l T oday’s healthcare paradigm requires warnings). The complexity of these resources is patients to play a major role in the execu- often overwhelming. Strategies to help consumers tion of their healthcare services. This has understand information have included using dramatically changed the doctor-patient relation- videos, computer-based programs, graphic sym- ship, requiring patients to become knowledgeable bols, and easy-to-read print items combined with and active consumers of such services. Among oral instructions. However, vital facts sometimes the many challenging demands: Consumers are remain confusing or incomprehensible because of expected to digest and comprehend large amounts individual differences and/or disinterest. For exam- of oral and written information during a typical ple, some consumers face tremendous communi- doctor’s visit. They regularly receive a variety of cation challenges because of disparities resulting education materials, consent forms, immunization from lower levels of literacy, language proficiency, schedules, treatment instructions, and prescrip- or education. Communication difficulties also tion drug documentation (usually with long lists increase with the complexity of information, and of potential adverse effects, precautions, and the quality of presentation can aggravate them. MHS Spring 2007 30 Social Learning Theory Associated Processes Stanford University (Stanford, Calif.) psychologist Albert Bandura’s social learning theory is a promising tool for improving healthcare communication; marketers and healthcare educators should consider it as an independent or joint effort. Although Bandura has expanded this theory into the more general social cognitive theory, the focus here will be on the basic principles of the original. Bandura states that learning would be extremely laborious if people had to solely rely on the effects of their own actions to decide what to do. Fortunately, most people learn human behavior through observation and the vicarious experience that it presents: They witness the positive or negative effects of others’ behaviors and learn from them. Each action they view—either by watching others or by watching a re p resentation in diverse media formats (e.g., movies, TV, books)—then models a behavior consequence that is stored in their minds throughout a symbolic communication process. On later occasions, when encountering a similar situation, this coded information serves as a guide for action and gives meaning, form, and continuity to people’s experiences. Social learning theory is dependent on several interrelated processes: attention, retention, motor reproduction, and motivation. Attention. This means that people must notice what is happening around them. Characteristics of the viewer’s mental representation influence this process, and the process includes how much a person likes or identifies with the model. Characteristics of the viewer, such as expectations or level of emotional arousal, also influence it. According to Bandura, attention occurs when the presentation is simple, distinctive, prevalent, useful, and positive. Retention. This relates to the idea that people must be able to remember what they paid attention to. Imagery and language are very important during this process, because people store information—what they have seen from the model— in the form of mental pictures or verbal descriptions. People can later recall what they store in their minds this way, so that they can reproduce it with their own behaviors. Motor reproduction. This is the action to translate depicted images or descriptions into behavior. People must be able to reproduce the behaviors that they observe. Day-to-day situations are much easier to reproduce than unusual single occurrences. Motivation. This, as Bandura defines it, refers to what impels people to imitate observed behaviors. These reasons include self-efficacy, past reinforcement, promised reinforcement, and vicarious reinforcement. There are also negative motivations, which present reasons not to imitate a person. These include past punishment, promised punishment (threats), and vicarious punishment. Exhibit 1 Estimated marginal means of time Group Comic Video 8 Educational Application 7 Social learning theory has enjoyed much success as a model for developing marketing messages used in TV commercials. These ads usually suggest that various products will make consumers popular and cause their peers to admire them. In recent years, modeling has proven effective in gaining the attention of consumers. And today, consumers can see commercials for healthcare services and medications everywhere on TV (e.g., Life Alert, Boniva, Lipitor). The simplicity and success of social learning theory makes it an attractive strategy for communicating healthcare information. However, it requires a vehicle that is very appealing to consumers. One such vehicle is the educational cartoon booklet, more commonly known as an educational comic book. It is ideal because it can contain several elements in a visual presentation—including a plot, with characters who are pleasant, funny, and engaging. Animated cartoons are another excellent vehicle for making learning fun and entertaining. 6 5 4 3 2 Pretest Five weeks later Responses to questionnaire in time 1 and 2 Responses to questionnaire (eight questions about child development) at pretest and posttest: Pretest Posttest Comic N=243 2.48 8 Video N=231 2.5 6.7 MHS Spring 2007 Standard Deviation p .23<.0001 1.16<.0001 Recall Experimentation Using the social learning theory to communicate healthcare information has generated very promising results for us. In our first experiment with this model, we simply tested whether parents would have better recall from viewing an animated cartoon or reading a typical healthcare education handout. We presented the benefits of the polio vaccine to two groups of parents: One group watched an animated cartoon, and the other group read material without pictures. The findings showed that recall of polio vaccine information was better among the first group. In our second experiment, we supplied information on child development to two groups of parents. We compared the use of an animated cartoon with the use of a take-home educational comic book; both formats employed the social learning theory. A multidisciplinary team—which included doctors, nurses, graphic designers, and a marketing specialist—produced these items. Each one consisted of facts about child development milestones and safety guidelines, and was available in English or Spanish. Narrative. The story begins with a mother and father taking their baby to the pediatrician for a four-month well- Exhibit 2 Child development education baby visit. The proud parents ask the doctor questions about their baby’s development. Subsequently, they share their new knowledge with friends and relatives, as they go through good and bad days involving the tremendous eff o rt of being pare n t s . Afterward, the baby and parents face daily experiences of child development, as well as life in general. The father is The simplicity and success of social learning theory makes it an attractive strategy for communicating healthcare info r m a t i o n . somewhat happy knowing so much about the baby’s development, but wishes to do some activities other than looking after the baby. Later, he has the opportunity to view televised sports without the baby. The father falls asleep while watching his favorite sports game, and in his dreams he recalls the child development milestones that the pediatrician showed him. He feels the need to be close to the baby upon awakening, and decides to continue watching TV along with the baby. Evaluation. First, we gave a questionnaire to the 623 parents to determine their baseline knowledge about child development. Then parents in the first group watched the animated cartoon while waiting for a doctor’s appointment and parents in the second group received an educational comic book after a doctor’s appointment, to take home and read at their leisure. Approximately five weeks later, we called all parents and could talk with 243 of the 338 parents (71.9%) in the first group and 231 of the 285 parents (81.1%) in the second group. With a questionnaire, we measured how well they remembered the content. We didn’t use a control group; we knew from the first experiment that animated cartoons were better for communicating information than typical written material was. In addition, we asked all parents about their levels of satisfaction with the educational items that they’d viewed. Outcome. Our findings indicated that parents learned from both formats (see Exhibit 1). We observed this by looking at (1) the increased score from the baseline questions and (2) the increased score from about five weeks later. In regard to satisfaction, parents in the first group felt that the time spent waiting for the doctor was more pleasant. Among many other positive comments, they stated that they learned from the story and that their accompanying child was quieter while watching the animated cartoon. Parents in the second group reported that relatives, both children and adults, also read the educational comic book. They stated that the content was clear and enjoyable, and that they’d like more information in that format. Moreover, they felt better informed about their child’s development, and thought that MHS Spring 2007 31 the educational comic book was funny and entertaining. There were no significant diff e rences in the amount of information that each group recalled. And there was no difference in recall among parents of different ages, ethnicities, or education levels. Overall, everyone stated that learning was fun! several ways, including clear instructions, training, and modeling the desired behavior. In our healthcare education materials, we portrayed problems and a character who lacked the desire to do some specific activity. By creating expectation, depicting behavior changes, and solving problems, we produced an environment of success. Meaning of Results 32 We attained the attention, retention, motor reproduction, and motivation of the parents by creating an atmosphere of simplicity—with a story and characters who allowed them to understand, relate to, desire, and reach an outcome similar to the one in Exhibit 3. Social learning theory proposes that environmental influences, personal experiences, and attributes of behavior itself affect behavior. A central part of the theory is the concept of self-efficacy. A person must believe in his or her capability to reproduce the observed behavior, and must perceive an incentive in doing so. In addition, he or she must value the outcomes or consequences of performing a specific behavior or action. A person filters the expected upshot through his or her perception of being able to carry out the observed behavior. Self-efficacy is believed to be the most important characteristic determining a person’s behavior change. Presentations in different formats—comic books, dramatizations in video, and so on—can increase self-efficacy in Exhibit 3 Interrelated processes MHS Spring 2007 Advantages Abound Animated cartoons and educational comic books have unique benefits for communicating healthcare information. Animated cartoons. With these, it is possible to provide the most flexible characters and situations. Designers can create a character to have a consistent and neutral appearance: without belonging to a certain ethnic group or gender. This helps in developing effective cross-cultural messages. It offers consumers a regular, friendly character and a context that allows them to relate to it in different settings. Healthcare organizations can present animated cartoons in lobbies or waiting rooms, where they can reach a broader spectrum of consumers with each viewing. And unlike educational comic books, these don’t require significant mass pro- Exhibit 4 Hepatitis B vaccine education duction. The costs are restricted to the number of sites that show the animated cartoons. However, production can be expensive—requiring the preparation of a technical script, animation, sound and sound effects, music, and other elements. Educational comic books. These take-home products naturally have a longer life. A consumer can look at the information more than once, and others can look at it after that person is finished with it. The production costs might be lower than that of animated cartoons, but organizations must consider the costs of mass printing. Consumers’ failure to comprehend information might largely be due to inadequate modes of successfully conveying it. The use of the social learning theory, to present healthcare information in animated or print format, has improved consumer satisfaction and recall. Animated cartoons and educational comic books offer an innovative strategy for overcoming communication barriers in healthcare. M H S Additional Reading Bandura, A. (1977), Social Learning Theory. New York: General Learning Press. Bandura, A. (1978), “Social Learning Theory of Aggression,” Journal of Communication, 28 (3), 12-29. Chachkes, E. and G. Christ (1996), “Cross-Cultural Issues in Patient Education,” Patient Education and Counseling, 27 (1), 13-21. Kinzie, M.B. (2005), “Instructional Design Strategies for Health Behavior Change,” Patient Education and Counseling, 56 (1), 3-15. Leiner, M., G. Handal, and D. Williams (2004), “Patient Communication: A Multidisciplinary Approach Using Animated Cartoons,” Journal of Health Educational Research, 19 (5), 591-595. About the Authors Marie Leiner is assistant professor in the pediatrics department at Texas Tech University (TTU) in El Paso. She may be reached at [email protected]. Blanca Garcia is assistant professor at TTU and may be reached at blanca.garcia@ ttuhsc.edu. Gilbert Handal is professor and regional dean at TTU and may be reached at [email protected]. MHS Spring 2007 33