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Original Research

Frontiers in Health Services ·

Volume 6 - 2026 | https://doi.org/10.3389/frhs.2026.1937910

Designing for implementation: development, delivery, and multi-method evaluation of a clinician training program for a novel technology-based concussion assessment tool

  • Joshua Shore1,2
  • Christine Provvidenza1,3
  • Andrew Lovell1
  • Brintha Ingaramoorthy1,4
  • Elise Christopoulos1
  • Andrea Hickling1,5
  • Michael Hutchison4,6
  • Sarah E. P. Munce1,2,7
  • Kathryn J. Schneider8,9,10
  • Roger Zemek11,12
  • Isabelle Gagnon13,14
  • Elaine Biddiss1,2,15
  • Shannon E. Scratch1,2,16*corresponding author
  1. 1Bloorview Research Institute, Holland Bloorview Kids Rehabilitation Hospital, Toronto, ON, Canada
  2. 2Rehabilitation Sciences Institute, Temerty Faculty of Medicine, University of Toronto, Toronto, ON, Canada
  3. 3Holland Bloorview Kids Rehabilitation Hospital, Toronto, ON, Canada
  4. 4Faculty of Kinesiology and Physical Education, University of Toronto, Toronto, ON, Canada
  5. 5Department of Occupational Science and Occupational Therapy, University of Toronto, Toronto, ON, Canada
  6. 6Keenan Research Centre for Biomedical Science, St. Michael's Hospital, Toronto, ON, Canada
  7. 7Institute of Health Policy, Management, & Evaluation, University of Toronto, Toronto, ON, Canada
  8. 8Sport Injury Prevention Research Centre, Faculty of Kinesiology, University of Calgary, Calgary, AB, Canada
  9. 9Alberta Children's Hospital Research Institute, University of Calgary, Calgary, AB, Canada
  10. 10Hotchkiss Brain Institute, University of Calgary, Calgary, AB, Canada
  11. 11Department of Pediatrics and Emergency Medicine, University of Ottawa, Ottawa, ON, Canada
  12. 12Children's Hospital of Eastern Ontario, Ottawa, ON, Canada
  13. 13School of Physical and Occupational Therapy, McGill University, Montreal, QC, Canada
  14. 14Department of Pediatrics, McGill University Health Centre, Montreal, QC, Canada
  15. 15Institute of Biomedical Engineering, Temerty Faculty of Medicine, University of Toronto, Toronto, ON, Canada
  16. 16Department of Pediatrics, Temerty Faculty of Medicine, University of Toronto, Toronto, ON, Canada
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Abstract

Implementation strategies like user training are often excluded from research activities for digital health technologies (DHTs) or reserved for advanced stages of evidence generation. This may contribute to challenges in clinical translation due to usability, feasibility, fidelity, and scalability issues. Using the example of a concussion assessment tool called R2Play, we demonstrate how clinicians can be engaged in developing training resources for DHTs during early stages of evidence generation and illustrate potential benefits of this approach. (1) Develop a clinician training program for R2Play administration; (2) Deliver the R2Play training program to clinician participants across multiple research sites; (3) Evaluate the training program based on participant reactions and learning using a multi-method approach. The Kern Model for Medical Curricula guided training development, which involved a needs assessment, specifying learning objectives, and selecting education strategies. Training was delivered to clinician participants at four sites in two parts: (1) asynchronous online learning modules (1 h); and (2) live training session to practice R2Play administration tasks (1 h). Evaluation measures based on the Kirkpatrick Model for Training Evaluation included module-embedded knowledge check questions, live training task completion scores, post-training survey, and follow-up interview. Quantitative measures were analyzed descriptively (frequencies, proportions, means), and content analysis was applied to interview data. Eighteen clinicians participated (n = 15 women), primarily physiotherapists (n = 11) and athletic therapists (n = 3). Survey and interview feedback generally indicated positive reactions (satisfaction, relevance, engagement) and learning perceptions (knowledge, skills, confidence). Participants objectively and subjectively experienced most difficulty in learning system set-up, delivering precise assessment level instructions, and explaining assessment scoring metrics. Interview data highlighted topics requiring additional content (navigating software interface, interpreting results, troubleshooting). Suggested improvements included an end-to-end workflow demonstration, mock run-through, and opportunities to observe experienced users. Training programs for DHTs should consider addressing technical proficiency (i.e., system set-up and operation), clinical reasoning (i.e., interpreting data), and communication with care recipients. Early multicenter studies involving end-user training can help enhance the usability of DHTs and identify additional strategies to foster implementation. This work adds to limited empirical literature on how to prepare clinicians for using DHTs through evidence-based practical recommendations.

Keywords

Introduction

Background

Digital health technologies (DHTs), defined as products that use information and communication technologies to enhance healthcare delivery (e.g., mobile health applications, wearable devices, telehealth) (1), offer great potential to address challenges in neurorehabilitation. As assessment tools, DHTs can provide more ecologically relevant test paradigms (2), improve scoring accuracy (3), enable real-world monitoring (4), and provide personalized feedback (2, 4). Within treatment interventions, DHTs may enhance patient engagement in therapy (5), facilitate intensive task-oriented therapy (6), support self-management (7), and improve care access (8). However, translating DHTs into clinical practice remains a significant challenge to adoption (9). Implementation factors that influence DHT adoption in neurorehabilitation practice include characteristics of the patient and/or clinician user (e.g., capability, experience, and beliefs), user experience (i.e., usability), intervention content (i.e., benefits to care), access to the DHT, and available support systems (e.g., training and support) (10).

Co-design and end-user engagement are recommended to ensure these implementation factors are considered in DHT development (11, 12). As primary users of DHTs, clinicians play an important role in their adoption and have an interest in their development and evaluation (13). However, user involvement in DHT research is often confined to discrete stages (e.g., usability testing), with historically less participation in other phases (e.g., design and validation), which limits their opportunity to affect change (14). Moreover, clinician perspectives are typically sought in relation to the DHT itself, with less attention to accompanying support components required for real-world use (e.g., user training). Despite their importance for implementation (10), these support components are often ad-hoc additions that are rarely developed or evaluated using systematic methods.

Clinician training for DHTs

Education and training are the most common implementation strategies to facilitate adoption of DHTs in rehabilitation practice (15). This is understandable since low knowledge and confidence are common barriers to DHT adoption by clinicians (13, 16–18). It also reflects a broader proclivity towards education and training as primary methods for translating evidence-based practices in rehabilitation (19). In implementation contexts, education refers to dissemination of information to increase knowledge about a practice (e.g., awareness of a DHT), while training also includes skill development to acquire competencies necessary to perform the practice (e.g., using a DHT), often using hands-on interactive methods (20). Importantly, training alone is unlikely to produce sustained practice change and additional strategies may be required for successful adoption (19). Nevertheless, training is a crucial component and precursor to other implementation strategies, with meaningful ramifications for the quality and ease with which clinicians can apply DHTs consistently as intended (21). Training is especially important for DHTs that involve equipment set-up, calibration, customization, maintenance, and/or troubleshooting (22).

Methodological guidelines recommend that support services like training and implementation quality (i.e., fidelity) should be considered throughout the course of developing and generating evidence for healthcare innovations like DHTs (22, 23). Yet in practice, implementation is often a post-design activity that is not addressed until after the DHT and/or intervention is firmly established and refined through controlled lab-based studies (12). Accordingly, training resources to prepare clinicians to operate DHTs, and their ability to employ them appropriately, may not be addressed until the tool is evaluated in real-world settings through effectiveness and implementation trials (23). Table 1 outlines the relevance of user training for DHTs during earlier stages of evidence generation, highlighting issues of usability, feasibility, fidelity, and scalability that may contribute to challenges translating DHTs into practice. These conceptual issues were identified based on a critical synthesis of the literature and the authorship team's collective expertise and experience in DHT research and development. Like the DHT itself, effective training may require cycles of design, evaluation, and refinement based on user feedback (24). Thus, purposefully designing for implementation by iteratively creating and testing training resources with clinician users alongside development of DHTs could help facilitate adoption.

Table 1. Relevance of user training for digital health technologies (DHTs) and associated interventions during early stages of evidence generation.

IssueDescription
Usability
Feasibility
Fidelity
Scalability

Case example of R2Play: A novel technology-based assessment tool for concussion

Using the example of a technology-based concussion assessment tool called R2Play, this paper demonstrates how clinicians can be engaged to iteratively design training resources for DHTs during early stages of evidence generation and illustrates potential benefits of this approach for enhancing usability and informing implementation planning.

Overview of R2Play assessment tool

To address a gap in clinically feasible and ecologically relevant assessments of sport concussion recovery in youth (38), our team developed R2Play, a technology-based multi-domain assessment tool designed to simulate the demands of sport within clinic settings to inform return-to-play decisions (39). It consists of tablets displaying numbers and letters that participants run between to connect a trail in alphanumerical order (1-A-2-B…6-F) through levels with layered challenges to physical exertion, cognition, and perception (Figure 1). To administer R2Play, clinicians use a custom-designed software interface which guides them through tasks including system connection, assessment customization, delivering instructions, documenting observations and client ratings, and reviewing results.

Overview of *R2Play* assessment tool including **(1)** system and assessment concept, **(2)** leveling structure, and **(3)** scoring metrics. Reproduced from Shore et al. (60), Disability and Rehabilitation: Assistive Technology, [https://doi.org/10.1080/17483107.2026.2721780](https://doi.org/10.1080/17483107.2026.2721780), under the terms of the Creative Commons Attribution 4.0 International License (CC BY 4.0).
Figure 1. Overview of R2Play assessment tool including (1) system and assessment concept, (2) leveling structure, and (3) scoring metrics. Reproduced from Shore et al. (60), Disability and Rehabilitation: Assistive Technology, https://doi.org/10.1080/17483107.2026.2721780, under the terms of the Creative Commons Attribution 4.0 International License (CC BY 4.0).

Work to date

In preliminary studies using mixed and multi-method designs, we first established proof-of-concept for R2Play by demonstrating alignment of the prototype with initial design objectives (e.g., fun for youth, sport-like, clinically valuable) (40), and subsequently confirmed its feasibility at our site, finding excellent usability, vigorous physical exertion demands, and promising qualitative data regarding its potential to fill gaps in clinical practice (41). Importantly, clinicians in these studies received minimal orientation (<60 min) and were closely supported by research team members. Unsurprisingly, clinicians have emphasized the need for training to enable use of R2Play in practice (39–41), for example: “There would have to be training… there would have to be some pretty informative knowledge translation to the clinicians using this.” [unpublished quotation from previous dataset (39)]. Thus, training resources were needed to enable consistent delivery of R2Play in follow-up studies and support future clinical implementation.

In 2024, we launched a multicenter pilot study to evaluate the cross-site feasibility, face validity, and content validity of R2Play across five Canadian concussion centers (42). The study involved clinician and youth participants testing R2Play at each site, which presented a unique opportunity to begin addressing implementation strategies like user training while R2Play was still undergoing iterative testing and refinement. Within the context of the multicenter study, this paper outlines our process of developing and evaluating a clinician training program for R2Play.

Objectives

Guided by the Kern Model for Medical Curricula (43), this study aimed to (1): Develop a training program to prepare clinicians to independently administer a technology-based concussion assessment tool called R2Play; (2) Deliver the training program to clinician participants across four research sites; (3) Conduct an initial evaluation of the training program using a multi-method approach based on the Kirkpatrick Model of training evaluation (44).

Materials and methods

Study context

This sub-study took place within the context of a larger multicenter project in which R2Play is evaluated at five Canadian academic concussion centers (see Scratch et al. for study protocol) (42). Four sites participated in this sub-study: Holland Bloorview Kids Rehabilitation Hospital in Toronto (lead site), 360 Concussion Care Ottawa, University of Calgary Sport Injury Prevention Research Centre and Sport Medicine Centre, and Montreal Children's Hospital. Clinicians were recruited at each site, trained to deliver R2Play as described herein, and paired with two youth participants previously cleared to return-to-play post-concussion to trial R2Play. Sites were managed by local research staff who completed the same training program (plus one or more additional independent practice sessions), supported by the lead site. Ethics approvals were secured at each site and participants provided informed written consent.

Approach

The overarching research approach was guided by the Kern Model for Medical Curricula, six interrelated steps encompassing training creation, delivery, and evaluation (43). We chose the Kern model because of its contextual relevance, alignment with study objectives, and previous use in our institution (45). Figure 2 demonstrates how the Kern Model was applied to R2Play training. Activities within each stage are detailed in the subsections below, organized by study objectives.

Application of Kern model for medical curricula (43) to *R2Play* training program.
Figure 2. Application of Kern model for medical curricula (43) to R2Play training program.

Objective 1: training development

Step 1: problem identification and general needs assessment

The first step was to identify the “problem” (i.e., the need for training) and determine general learning requirements. As outlined above, training was needed to enable clinician participants to deliver R2Play at each site. Through team discussion, we categorized responsibilities of clinician participants into three areas for training to address: (1) equipment set-up and system connection; (2) assessment administration; and (3) results interpretation. Given its early stage of development, the clinical significance of R2Play scoring is not yet understood, and application in clinical decision making is premature. Therefore, results interpretation in the current training curriculum was limited to conceptual understanding and explanation of scoring metrics.

Step 2: targeted needs assessment

Targeted needs assessment involves understanding specific learning needs of the population and the environment in which they learn and practice (43). To assess learning needs, we reviewed data from our previous feasibility study (41) and conducted environmental scans with participating sites.

Feasibility study data

In the feasibility study, clinician participants completed a virtual orientation session (1 h) involving a brief didactic presentation, video demonstration of the R2Play software interface, and a screen-share activity to practice navigating the interface (41). After two assessment sessions with youth participants, clinicians then completed a follow-up interview that included questions exploring their perceived training needs (i.e., needs they are aware of and can self-identify) (46). Interview findings that informed training development are summarized in Supplementary Table 1.

To provide insight regarding unperceived training needs (needs that learners are unaware of or cannot self-identify) (46), we analyzed field notes and session recordings to identify any usability issues or assistance required by clinicians when administering R2Play. Across the orientation activity and assessment sessions, common issues identified were navigating the R2Play interface, delivering level instructions, and explaining assessment results, highlighting a need for training to address these aspects. These findings are detailed in the feasibility manuscript (41).

Environmental scans

Virtual environmental scans were conducted to understand the unique context of each site for study planning. Members of the lead site (authors AL and JS) met virtually with local site staff to discuss study considerations and observe the space in which R2Play would be used. Information was gathered from each site regarding their clinician teams, physical space (size, environment), workflows, and training preferences. These conversations revealed considerable diversity in the disciplines, roles, and experience of clinician learners across sites. Support with system set-up was emphasized, as a permanent space for R2Play was not available at each site. One site expressed interest in group training, which was deemed infeasible for the present study.

Step 3: learning goals and objectives

Based on the needs assessment, we established the learning goal: clinician learners can independently set up, deliver, and explain results from an R2Play assessment in a standardized manner without assistance. Specific learning objectives were formulated using Bloom's Taxonomy of Educational Objectives, a framework for defining learning outcomes by cognitive complexity (47). According to Bloom's Taxonomy, learning outcomes exist on a hierarchy from basic knowledge acquisition (i.e., remembering information) to complex skill development (e.g., analyzing options to make an informed decision). We used Bloom's Taxonomy to inform our learning objective verbiage, which focused on the levels of knowledge, comprehension, and application.

Step 4: educational strategies

A two-part training program (Figure 3) was developed to address learning objectives through asynchronous modules (1 h) and a live practice session (1 h). Informed by adult learning principles (Andragogy) (48) and implementation science (49), this dynamic format delivers information through multiple means to satisfy diverse learning needs, provides opportunity for interactive application and feedback, and allows learners to engage with material over multiple timepoints to facilitate consolidation. It also addresses clinicians' desire for access to training materials for independent review and hands-on practice with the system (Supplementary Table 1). Training resources were iteratively developed by author JS in consultation with the knowledge translation lead (CP) and feedback from other team members. We piloted the training program with four individuals who had no prior R2Play experience to identify gaps from the perspective of novice learners. Materials were then revised to improve clarity and finalized.

Overview of *R2Play* training program. Participants first complete learning modules **(A)**, accessed from a training hub webpage. Each module includes learning objectives, a didactic video, knowledge check questions, downloadable handouts, and key take-away messages. During the live training session **(B)**, participants apply knowledge gained through the modules by working directly with the *R2Play* system through a series of key tasks to practice setting up, administering, and reviewing results from an *R2Play* assessment.
Figure 3. Overview of R2Play training program. Participants first complete learning modules (A), accessed from a training hub webpage. Each module includes learning objectives, a didactic video, knowledge check questions, downloadable handouts, and key take-away messages. During the live training session (B), participants apply knowledge gained through the modules by working directly with the R2Play system through a series of key tasks to practice setting up, administering, and reviewing results from an R2Play assessment.

Figure 4 provides an overview of resulting R2Play learning modules, which each include: (1) learning objectives; (2) didactic video; (3) knowledge check questions; (4) companion resources; and (5) key take-away messages. During live training, learners apply knowledge gained through the modules to practice R2Play administration skills, including system set-up, facilitating levels, and reviewing results. The live training task list is shown below in Figure 5.

Overview of asynchronous *R2Play* learning modules (∼1 h total). *This handout was added partway through the study upon request from bilingual site participants.
Figure 4. Overview of asynchronous R2Play learning modules (∼1 h total). *This handout was added partway through the study upon request from bilingual site participants.
Key task list for live training simulation activity.
Figure 5. Key task list for live training simulation activity.

Objective 2: training delivery

Step 5: training implementation

Participants

Clinician participants were recruited from staff at each site and the local community (42). Inclusion criteria: (1) registered or certified healthcare professional or learner, (2) experience working with youth or young adults, (3) experience working with concussion or other acquired brain injury population, and (4) fluent in English (or French at bilingual sites). Clinicians were excluded if they had previous experience administering R2Play.

Protocol

Upon enrolment, participants received an email providing training instructions and access to the learning modules webpage, which they were asked to complete before their live training session. During live training, participants were present in-person at their site working directly with R2Play. Training was facilitated by authors JS and AL in-person at the lead site and virtually for other sites, supported by local staff present in-person. Sessions began with an opportunity for questions about module information, followed by the practice activity to review key R2Play administration tasks. Standardized scripts were used to guide participants through tasks (Figure 5). Participants were encouraged to bring any notes from reviewing the modules and were given a copy of each written resource that they could reference and annotate. Researchers intervened as little as possible, allowing participants to attempt each task, assisting when needed, and then confirming task completion and providing feedback. All training activities were conducted in English.

Objective 3: training evaluation

Step 6: training evaluation

A preliminary evaluation of the training program was conducted based on the Kirkpatrick Model for Training Evaluation (44), which includes four levels: (1) Reaction—learners' perceptions of training; (2) Learning—acquisition of intended knowledge, skills, confidence, attitudes, and commitments; (3) Behavior—application of learning in practice post-training; and (4) Results—long-term impact and outcome achievement. In the context of the broader pilot study, we conceptualized Level 3 (Behavior) as whether participants successfully applied their learning to administer R2Play independently during their two assessment sessions, which will be explored in a follow-up study. Level 4 (Results) considers organizational impacts and is therefore beyond scope of current work. Thus, initial evaluation activities in this study focused on Levels 1 and 2. Table 2 outlines the evaluation questions and measures, which are detailed below. A multi-method approach was used whereby both quantitative and qualitative data were collected, analyzed separately, and reported in parallel without explicit integration.

Table 2. R2Play training evaluation according to the kirkpatrick model for training evaluation (44).

LevelComponentsGuiding questionsEvaluation
1. ReactionSatisfaction
Relevance
Engagement
2. LearningKnowledge
Skills
Confidence

Evaluation measures

Participant characteristics

Participants completed a demographics form to capture relevant characteristics including age, gender, ethnicity, discipline, years of experience, practice setting, and general experience and comfort integrating technology within their practice.

Knowledge check questions

Each learning module included 4–6 knowledge check questions (true/false, multiple choice, or checkbox) as a formative assessment of learning engagement (Supplementary Table 5). Questions used a convergent style (single correct answer) scored as correct (1) or incorrect (0) (50). After submitting responses, participants received feedback on their score and correct answers. This allowed learners to reflect on information presented and confirm their understanding. Since participants had to actively pay attention and intentionally process module content to answer correctly, these questions provide evidence of engagement in learning, while also supporting participants' immediate comprehension of training material.

Post-training feedback survey

Participants completed a feedback survey after training that included specific questions for each component of the Kirkpatrick model. The survey captured participants' reactions to training in terms of satisfaction, relevance, and engagement (Kirkpatrick Level 1), as well as subjective perceptions of learning (knowledge, skills, and confidence) and self-reported perceived achievement of each learning objective (Kirkpatrick Level 2).

Live training key task checklist

To measure learning objectively (Kirkpatrick Level 2), participants' knowledge and skills in delivering R2Play were evaluated based on completion of key tasks during live training. Tasks (Figure 5) included original assessment administration activities defined in earlier study phases (39, 41) and newly added competencies (e.g., system set-up). Per previous work (39, 41), performance was scored for each task as: Notes were taken to capture any errors or assistance required. Both training facilitators (JS and AL) and local staff each rated task completion independently using standardized criteria (Supplementary Table 2) and compared scores. Discrepancies were rare and resolved through discussion to establish consensus on final scores. Total score was calculated as the sum of individual task scores, with a maximum score of 24.

  • 2. Completed fully independently: Participant successfully completes the task in its entirety independent of any guidance from the research team.
  • 1. Completed partially or with help: Participant partially completes the task (i.e., misses some details) or requires guidance from the research team.
  • 0. Did not complete: Participant does not complete the task at all.

Follow-up interviews

Semi-structured interviews were conducted virtually with participants within approximately one week after their last assessment session to obtain feedback on their experience with R2Play (42). Questions about training (Supplementary Table 3) were intended to elicit detailed perspectives by reflecting on their experience learning and delivering R2Play across multiple timepoints, including suggested improvements. Interviews were audio recorded, transcribed, and checked for accuracy.

Analysis

Knowledge check question accuracy was ascertained from the percentage of participants who answered correctly, and module averages were calculated. Survey responses and live training task completion scores were summarized descriptively using frequencies. Reasons for point deductions from task scoring were also grouped to identify common errors and areas requiring assistance.

Interviews were analyzed qualitatively using a hybrid content analysis (51) approach. Two authors (JS and BI) collaboratively coded a subset of transcripts to develop a preliminary codebook, which was then transferred to NVivo qualitative analysis software (Lumivero) and applied to remaining transcripts by the lead author (JS), while allowing flexibility for the addition of new codes to capture unique ideas. All codes were initially derived inductively to capture participants' perspectives in their own terms without being constrained by predefined theoretical constructs. Codes were then deductively organized around the Kirkpatrick Model constructs in Table 2 to facilitate meaningful interpretation of the data in relation to the study objectives and evaluation framework. This hybrid approach enabled us to integrate emergent insights that may have been missed through a purely deductive analysis and organize findings in a way that maintained alignment between research questions, theoretical concepts, and data sources.

Results

Overview

Across sites, 18 participants were trained over a 6-month period; 2 withdrew after training due to availability conflicts and did not complete R2Play assessment sessions or follow-up interviews. The sample primarily consisted of physiotherapists (61.1%) and athletic therapists (16.7%) who were white (77.8%) and identified as women (83.3%). There was diversity in participant ages, years of clinical experience, and history of technology use in practice (Table 3). Sites were anonymized throughout the results to protect participant privacy. Quantitative and key qualitative evaluation results are presented below according to the Kirkpatrick levels and guiding questions outlined in Table 2. A sample of qualitative analysis codes and quotes can be found in Supplementary Table 4.

Table 3. Participant characteristics by research site and total sample.

Characteristic, n (%)Site 1 (n = 5)Site 2 (n = 5)Site 3 (n = 3)Site 4 (n = 5)Total (n = 18)
Practicing profession
Physiotherapist (PT)2 (40%)3 (60%)1 (33.3%)5 (100%)11 (61.1%)
Athletic therapist (AT)3 (60%)0003 (16.7%)
Occupational therapist (OT)01 (20%)001 (5.6%)
Registered nurse (RN)01 (20%)001 (5.6%)
Medical doctor (MD)001 (33.3%)01 (5.6%)
Physiotherapy assistant (PTA)001 (33.3%)01 (5.6%)
Age range (years)
20–302 (40%)2 (40%)02 (40%)6 (33.3%)
30–402 (40%)2 (40%)2 (66.7%)06 (33.3%)
40–501 (20%)1 (20%)1 (33.3%)1 (20%)4 (22.2%)
50+0002 (40%)2 (11.1%)
Gender
Man2 (40%)1 (20%)003 (16.7%)
Woman3 (60%)4 (80%)3 (100%)5 (100%)15 (83.3%)
Ethnicity
White4 (80%)3 (60%)2 (66.7%)5 (100%)14 (77.8%)
Filipino1 (20%)0001 (5.6%)
Arab01 (20%)001 (5.6%)
Chinese01 (20%)001 (5.6%)
West Asian001 (33.3%)01 (5.6%)
Years of experience
0–31 (20%)1 (20%)02 (40%)4 (22.2%)
3–51 (20%)2 (40%)003 (16.7%)
5–101 (20%)1 (20%)1 (33.3%)03 (16.7%)
10+2 (40%)1 (20%)2 (66.7%)3 (60%)8 (44.4%)
Practice setting
Public1 (20%)4 (80%)1 (33.3%)3 (60%)9 (50.0%)
Private3 (60%)1 (20%)2 (66.7%)06 (33.3%)
Mixed1 (20%)002 (40%)3 (16.7%)
Frequency of technology use in practice*
Never1 (20%)001 (20%)2 (11.1%)
Rarely2 (40%)3 (60%)1 (33.3%)3 (60%)9 (50.0%)
Somewhat often1 (20%)1 (20%)01 (20%)3 (16.7%)
Very often1 (20%)02 (66.7%)03 (16.7%)
All the time01 (20%)001 (5.6%)
Comfort using technology in practice
Not at all comfortable00000
Slightly comfortable1 (20%)0001 (5.6%)
Somewhat comfortable3 (60%)3 (60%)2 (66.7%)4 (80%)12 (66.7%)
Very comfortable1 (20%)1 (20%)1 (33.3%)1 (20%)4 (22.2%)
Extremely comfortable01 (20%)001 (5.6%)
Days from live training to first R2Play assessment session**
0–152 (40%)1 (20%)003 (18.8%)
15–301 (20%)1 (20%)002 (12.5%)
30+2 (40%)3 (60%)1 (33.3%)5 (100%)11 (68.8%)
Days between R2Play assessment sessions**
0–155 (100%)2 (40%)1 (33.3%)5 (100%)13 (81.3%)
15–3001 (20%)001 (6.25%)
30+02 (40%)002 (12.5%)

Participants were asked the following question: “How often do you use technology in your clinical practice for therapeutic purposes?” This includes but is not limited to mobile applications (e.g., Neurovine, Switched on Training), perceptual-cognitive training systems (e.g., NeuroTracker), computerized cognitive assessment and training platforms (e.g., ImPACT), smart watches (e.g., Fitbit), wearable inertial sensors for balance and gait assessment (e.g., AX6), and exercise gaming systems (e.g., X-Box Kinect, Nintendo Wii).

Two participants from site 3 withdrew before assessment sessions (n = 16).

Kirkpatrick level 1: reaction

Satisfaction

Ninety-four percent of participants rated “agree” or “strongly agree” to all three satisfaction questions in the feedback survey (Table 4), indicating a high level of satisfaction with the training program, and that the training content and format were appropriate.

Table 4. Post-training feedback survey results.

QuestionResponses, n (%)
Strongly disagreeDisagreeNeither agree nor disagreeAgreeStrongly agree
Satisfaction
I was satisfied with the training program overall.001 (5.6%)11 (61.1%)6 (33.3%)
The content of the training program was appropriate to teach me the R2Play assessment.001 (5.6%)8 (44.4%)9 (50.0%)
The format of the training program was appropriate to teach me the R2Play assessment.001 (5.6%)10 (55.6%)7 (38.9%)
Relevance
The information provided in the training program was appropriate for my level of clinical experience.002 (11.1%)7 (38.9%)9 (50.0%)
The information provided in the training program was relevant to my clinical practice.01 (5.6%)3 (16.7%)6 (33.3%)8 (44.4%)
Engagement
The information presented in the training program was easy to follow.003 (16.7%)7 (38.9%)8 (44.4%)
The training program retained my interest.03 (16.7%)2 (11.1%)5 (27.8%)8 (44.4%)
Knowledge
The training program gave me the knowledge I need to deliver the R2Play assessment independently.01 (5.6%)3 (16.7%)7 (38.9%)7 (38.9%)
Skills
The training program gave me the skills I need to deliver the R2Play assessment independently.002 (11.1%)9 (50.0%)7 (38.9%)
Confidence
I am confident that I can successfully deliver the R2Play assessment independently.03 (16.7%)3 (16.7%)6 (33.3%)6 (33.3%)

Favorability was also captured in the interviews, with training commonly described as “good” or “great” and “done well” or “worked well”. Participants found the online modules straightforward and appreciated the embedded learning objectives, takeaway messages, and review questions. The companion resources were specifically highlighted as helpful for following system set-up and assessment steps and taking notes for reminders. For example, one participant explained, “The handouts were very helpful… one of the most useful tools that we got because we can just carry those around until we learn it… like any other assessment we use in clinic, we carry little cheat sheets until we figure it out” (PT4, Site 4). Most participants felt they received enough training, saying it was “thorough”, “comprehensive”, “sufficient”, and “adequate”. Nevertheless, recommendations for additional content included familiarization with the software interface, addressing unexpected situations, troubleshooting technical issues, and interpreting results.

Relevance

While most participants (88.9%) agreed or strongly agreed that the information provided in the training program was appropriate for their level of clinical experience, some responded neutrally (16.7%) or disagreed (5.6%) that the information was relevant to their clinical practice (Table 4).

Interviews provided limited insight into the relevance of training content to clinical practice, with two participants expressing a need for more contextual background on current best practices in concussion management and return-to-play assessment for clinicians with limited experience. Conversely, many participants spoke about the appropriateness of the training format for their learning needs as clinicians. Specifically, they appreciated the multi-pronged training approach (videos, written resources, hands-on practice) that satisfied diverse learning styles, as well as the self-paced and segmented nature of learning modules, making them easier to complete within busy clinical schedules. For example, one participant commented on how combining didactic and applied learning aligns with clinical education practices:

“In terms of medical or healthcare education overall, this is how we do it… we go through an online lecture portion, understand the basics and the foundation of what”s going on, and then we actually practice them one time in person, like a lab portion..So having a system do that I think is very familiar to me.”—PT<sub>3</sub>, Site 2.

The training program was generally viewed as time-efficient, though some participants felt that modules should be shortened to retain learners' attention and enable more hands-on practice.

Engagement

Responses to knowledge check questions were generally accurate with at least two-thirds (66.7%) of participants answering correctly on all but one question (Figure 6), indicating good engagement with learning module content. Accuracy was lowest for Module 3: Assessment results and scoring (mean = 80.6% ± 16.0%) compared to other modules (mean 86%–90%).

Knowledge check question accuracy by module. Accuracy refers to the percentage of participants who answered the question correctly. Question content can be found in Supplementary Table 5.
Figure 6. Knowledge check question accuracy by module. Accuracy refers to the percentage of participants who answered the question correctly. Question content can be found in Supplementary Table 5.

In the post-training survey, most participants (83.3%) agreed that the information presented was easy to follow, however, almost one third (27.8%) responded neutrally or disagreed that the training program retained their interest (Table 4). Interviews reinforced that modules were easy to follow and revealed various ways that participants engaged with training materials to become active learners. For example, one participant mentioned taking notes while watching modules:

“I would write some notes here and there, as you were talking… you have your video, you stop it, you look at your handout, you're able to write things… So, I was able to follow in the video but also stop it to take a few notes to make sure I understood.”—PT<sub>2</sub>, Site 4.

Several participants reported that they re-reviewed training modules or handouts before assessment sessions to refresh their memory or address uncertainties and appreciated having retained access to materials. Some also mentioned referencing handouts during sessions to help follow assessment procedures. Lastly, Site 4 participants commented on how collegial discussion within their team supported learning: “As a group, we did exchange on our specific experiences, which did help. If you were the only person in [a] clinic to run this and you had no one to troubleshoot with, [it] could be a little bit challenging” (PT<sub>1</sub>, Site 4).

Kirkpatrick level 2: learning

Knowledge and skills

Participants performed well in the training task activity (Table 5), with a median total score of 19/24 (79.2%) and range of 16–21 (66.7%–87.5%). Participants required most assistance with setting up the system (77.8%), explaining the purpose and instructions (100%), training clients on a level (94.4%), and explaining cost score results (72.2%). In the survey, most participants agreed that they gained the knowledge (77.8%) and skills (88.9%) to deliver R2Play.

Table 5. Live training key task activity scoring results.

TaskScores, n (%)Top reasons for point deductions*
Completed fully independently (2)Completed partially or with help (1)Did not complete (0)
1. Set up and connect the R2Play system4 (22.2%)14 (77.8%)0
2. Create athlete profile18 (100%)00
3. Add new assessment room17 (94.4%)1 (5.6%)0N/A
4. Explain general purpose and instructions for R2Play017 (94.4%)1 (5.6%)
5. Begin new assessment session with specified customization18 (100%)00N/A
6. Administer baseline assessment of heart rate and symptoms12 (66.7%)6 (33.3%)0
7. Train new client on a given level of the assessment1 (5.6%)17 (94.4%)0
8. Document clinical observation during an assessment18 (100%)00N/A
9. Conduct check-in assessment of RPE and symptoms15 (83.3%)3 (16.7%)0
10. Report peak and average heart rate results17 (94.4%)1 (5.6%)0
11. Describe change in client's symptoms during an assessment10 (55.6%)8 (44.4%)0
12. Explain cost score from an assessment to a new client5 (27.8%)12 (66.7%)1 (5.6%)

Counts for point-deduction reasons may exceed task scoring totals if multiple reasons were coded per participant.

Interview data suggested that learning modules were a useful introduction to important foundational information before attempting to use R2Play. For example, one participant said, “The modules first I think was a good intro… it was a great way to just learn about the concepts and learn about what is R2Play and what it does” (RN1, Site 2). Five participants highlighted the knowledge check questions as helpful for detecting knowledge gaps and reinforcing learning. Some participants reported trouble understanding R2Play instructions from the modules or found it difficult to follow discrete videos presenting each assessment component separately without showing the full picture; An end-to-end demonstration of the entire assessment workflow was recommended to help consolidate information, especially for visual learners.

“Learning by doing” through hands-on practice was generally regarded as most critical to fully understand how R2Play works and become familiar with the system before using it with clients. Many participants described how seeing the system in action and practicing key tasks helped “put it all together” by solidifying module information, clarifying uncertainties, and learning administration processes (e.g., set-up, level instructions). With feedback from the trainers, either virtually or in-person, participants learned from mistakes and improved their delivery: “It was nice to have the one-on-one and you guys being there, kind of evaluating me and giving your feedback on what I missed and how maybe I could change my explanation” (PT3, Site 4). To further enhance learning, several participants expressed a preference to complete a full mock run-through of the entire assessment, rather than only practicing key tasks individually. Watching experienced users deliver R2Play, through shadowing opportunities or recorded videos, was also recommended to help learners understand proper administration techniques.

Confidence

In the post-training survey, two thirds (66.7%) of participants agreed or strongly agreed that they were confident they could successfully deliver R2Play independently. Participants largely agreed that they achieved learning objectives (Table 6), with the lowest agreement for explaining assessment results to a participant (72.2%).

Table 6. Self-reported perceived achievement of learning objectives. .

Learning objectivesResponses, n (%)
Strongly disagreeDisagreeNeither agree nor disagreeAgreeStrongly agree
1. I understand the rationale for R2Play.0006 (33.3%)12 (66.7%)
2. I can explain the general purpose of the R2Play assessment.0006 (33.3%)12 (66.7%)
3. I can describe the overall concept of the R2Play assessment.0005 (27.8%)13 (72.2%)
4. I can recognize the overall structure of the R2Play assessment.01 (5.6%)06 (33.3%)11 (61.1%)
5. I can describe the levels and repetition conditions of the R2Play assessment01 (5.6%)010 (55.6%)7 (38.9%)
6. I understand the purpose of each level and repetition condition in the R2Play assessment.00010 (55.6%)8 (44.4%)
7. I can define key metrics involved in scoring the R2Play assessment.002 (11.1%)11 (61.1%)5 (27.8%)
8. I can explain results from an R2Play assessment to a participant.005 (27.8%)9 (50.0%)4 (22.2%)
9. I can identify key features of the R2Play clinician interface.002 (11.1%)9 (50.0%)7 (38.9%)
10. I can navigate the R2Play interface and perform key assessment set-up tasks.002 (11.1%)8 (44.4%)8 (44.4%)
11. I can demonstrate appropriate client training and facilitation of R2Play assessment levels.001 (5.6%)12 (67.7%)5 (27.8%)
12. I can list the equipment components that comprise the R2Play system.0008 (44.4%)10 (55.6%)
13. I can demonstrate appropriate set-up and connection of the R2Play system equipment.00010 (55.6%)8 (44.4%)

When interviewed, participants generally reported feeling well-prepared and confident delivering R2Play after training, while recognizing that adapting to new technology takes time. Indeed, five participants explicitly mentioned having more confidence in their second R2Play session. For some, lengthy delays (>30 days) between training and subsequent study sessions were thought to have reduced information retention and lowered confidence. Consistent with survey data, results interpretation was described as the topic of least comfort that would require more experience. System set-up and connection were also initially stressful for some participants, but the process got easier with practice using the set-up guides, and participants realized it was less complicated than they first thought. Across the sample, nearly all participants emphasized that support from an experienced user (i.e., research staff) made them feel more comfortable when initially using R2Play and could be an important facilitator of clinical implementation. For example, one said:

“Talking through things with [research staff], being able to ask questions was helpful… I could see that being done in a clinic where someone the first time they're doing it has a clinician [who] has run it before, just to ask questions and show them.”—OT1, Site 2

Discussion

This study developed, delivered, and evaluated a clinician training program for R2Play, a novel technology-based concussion assessment tool. The training program, which involved learning modules and a live practice session, was delivered to 18 clinicians across four sites, with feedback generally indicating positive reactions and learning perceptions. Preliminary evaluation results showed that participants objectively and subjectively experienced most difficulty learning system set-up, delivering precise level instructions, and explaining scoring metrics. Interviews highlighted topics for additional content (e.g., navigating software interface, interpreting results, managing technical issues) and suggested improvements, including end-to-end demonstrations, mock run-through of the full workflow, and opportunities to watch experienced users deliver the assessment. This work shows how early focus on user training can help inform the design and implementation of DHTs.

Implications for R2Play and the concussion field

Evidence across evaluation measures highlights challenges participants faced in learning R2Play scoring. This is consistent with our proof-of-concept and feasibility studies (40, 41) that highlighted clinicians' need for support to apply cost score metrics. Apprehension toward multidomain cost scoring is unsurprising, as it is a significant departure from current concussion assessment practices that predominantly focus on symptom reports and single-domain measures (e.g., exertion testing, balance, cognition) (52). Moreover, the psychometrics and significance of R2Play scores remain unknown at this stage, which likely adds to discomfort. Nevertheless, participants struggled with conceptually explaining cost scores, which intentionally avoided interpretation or application that would warrant validation data. Reasons for difficulty included confusion about level comparisons, directionality, and navigating the R2Play interface (Table 5), suggesting room for improvement with more experience and/or improved user interfaces. Future work evaluating participants' performance during subsequent assessment sessions (Kirkpatrick level 3) would help understand the learnability of cost scoring. As complex concussion assessments like R2Play mature with more evidence, other learning methods (e.g., case-based) (53) may be needed to train clinical reasoning skills for interpretation and application in practice. These findings underscore the importance of accessible scoring for these novel assessments (38) and provide useful learnings for training initiatives to build clinicians' capacity for new concussion assessments methods.

Despite favorable ratings for information clarity and appropriateness for participants' experience, lower scores were observed for retention of interest and relevance to practice. This could reflect the study context wherein participants were not expected to change practices, a typical goal of training (44). Our sample also includes clinicians from diverse disciplines, settings, and roles who may not be positioned to use R2Play or influence return-to-play decisions. Knowles' model of adult learning (Andragogy) offers useful strategies to enhance interest and relevance (54). According to Andragogy, adults are motivated to learn when they understand the need for learning and its relevance to solving real-life problems (54). While our curriculum focused on knowledge and skills to administer R2Play, more background on its clinical purpose and scientific rationale could make training more relevant for clinicians. Indeed, two participants suggested more context on current practices. Andragogy also advocates self-direction and problem-based methods whereby adults are responsible for their own learning and integrating new information with previous experience for real-world application (54). These principles may be addressed through active learning activities (e.g., simulation, discussion, case study) and self-selected components, including those suggested by participants (e.g., “free-play” interface, video demonstrations, shadowing).

Implications for DHT training and implementation

Despite its importance for implementation (10, 15), little is known about how to train clinicians on DHTs (55). While implementation requires a context-tailored approach, this study adds to limited empirical literature on considerations for DHT training content and format in rehabilitation settings. In a qualitative study of clinician experiences integrating technologies in rehabilitation practice, Pearce et al. found practical hands-on training most useful, including guidance for device set-up and supervised practice (56). This aligns with our work wherein participants emphasized “learning by doing” and receiving feedback as critical for developing competence in R2Play. Our findings are also consistent with Pearce et al. on the need for training to address skills beyond technical proficiency (e.g., communication) (56), as our participants had difficulty articulating the purpose of R2Play and delivering its instructions. While more robust evidence will help facilitate these conversations, additional strategies may be needed to prepare clinicians for communicating about DHTs. This could include scripts, modeling, or roleplay. Based on our experience, Table 7 provides evidence-based practical recommendations for training clinicians on DHTs in rehabilitation, which are also presented as an infographic in Supplementary Image 1. Future research is needed to explore the efficacy and efficiency of these training strategies (55).

Table 7. Recommendations for training clinicians on DHTs in rehabilitation.

RecommendationDescription
1. Include background context.
2. Train competencies in technical, clinical, and communication skills (as applicable).
3. Use a blended, multi-modal training format.
4. Prioritize hands-on practice.
5. Consider the full clinical workflow.
6. Provide structured scripts and guides.
7. Facilitate ongoing review and practice.
8. Build capacity for troubleshooting.
9. Incorporate shadowing and mentorship.
10. Promote collaborative learning activities.

Beyond initial training, supportive organizational initiatives can help inspire sustained clinician confidence in DHTs (9, 10). According to Pearce et al., clinicians develop confidence in rehabilitation technologies through two stages, first learning basic set-up and device operation, then advanced clinical reasoning (56). Confidence was generally high in our sample but only reflects the first stage of learning R2Play delivery since clinical application was beyond scope. Peer leadership and collaboration are partly responsible for building this confidence. Local staff played an important role as “champions” who leveraged their own R2Play experiences and contextual knowledge to mentor participants, support them through learning discomfort, and help them navigate emergent issues (e.g., technical issues) (49). Indeed, champions are crucial for DHT implementation by persuading peers, facilitating clinical integration, and troubleshooting technical issues (9, 56). In addition, feedback from Site 4 participants highlighted the benefits of collegial discussion and collaborative team learning, while participants at other sites were unknown to each other and had no opportunity for interaction. As clinicians value peer learning and support (56), interaction should be facilitated during training (e.g., case studies, group discussion, simulations) and beyond using methods such as clinical rounds, learning collaboratives (57) and communities of practice (58).

Benefits of early multicenter training evaluation

Developing and evaluating training materials with clinician end-users through early cross-site feasibility testing had several benefits for R2Play with respect to issues listed in Table 1. First, uncovering critical user issues (delivering instructions, explaining results) led to substantial re-designs and addition of new support features (scripts, embedded explanations, visualizations). Second, formal training created a realistic study experience for participants, producing practice-oriented feedback (e.g., “I could see that being done in a clinic…”) that helps address broader feasibility aims (42) and informs future planning for implementation strategies beyond training (clinical champions, learning collaboratives) (49). Finally, standardized training and criteria for R2Play competency and assessment quality will enable further clinician involvement in future work and support measurement fidelity to ensure the integrity of validation study findings (33, 42).

Limitations and future directions

Although inclusion of multiple sites and evaluation methods are strengths of this study, there are limitations to our sample and data. All sites were academic-affiliated, multidisciplinary research clinics, and there was limited diversity in clinician disciplines, genders, and ethnicities, making the generalizability of findings to other groups and settings unclear. We did not collect information on participants' previous concussion education, which could affect training needs. Although response rates were excellent, evaluative measures were administered by the training facilitator and R2Play design team, which risks response favorability biases in survey and interview data. Additionally, surveys and interviews were not fully aligned in timing and content due to broader study constraints; surveys were completed immediately post-training, while interviews occurred after participants' last R2Play session (many days later) and included only brief questions on training that differed from the survey. This may have caused recall bias in interview data and limited deeper mixed methods integration (59). Some participants reported feeling less competent and/or confident due to delays between training and assessment sessions, however temporal effects were not directly evaluated and should be explored further. We were also unable to determine whether language of instruction influenced training outcomes for bilingual participants.

This study took place within a research context, without opportunity for practice changes, and findings may not fully translate to real-life clinical settings. Initial evaluation data only addressed levels 1 (reaction) and 2 (learning) of the Kirkpatrick model; future work on level 3 (behavior) should explore learning application by assessing the quality of R2Play assessments administered post-training (44). Once R2Play matures, longer-term directions could include (1) planning implementation strategies beyond training; (2) evaluating the impact of training and other implementation strategies on R2Play adoption; and (3) determining the impact of R2Play training and implementation on clinical and organizational outcomes (Kirkpatrick level 4).

Conclusions

This initial evaluation found positive reactions and learning perceptions among clinicians who were trained on a technology-based concussion assessment tool through online modules and a synchronous practice session. Participants had trouble learning system set-up, delivering precise instructions, and explaining scoring metrics, which suggests that DHT training should address technical, clinical, and communication skills. Findings demonstrate the value of early multicenter studies involving end-user training to enhance the usability of DHTs and identify other potential implementation strategies (e.g., clinical champions, learning collaboratives) that could help maximize the uptake and impact of DHTs.

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Supplementary material

The Supplementary Material for this article can be found online at: https://www.frontiersin.org/articles/10.3389/frhs.2026.1937910/full#supplementary-material

Supplementary material Supplementary material at the source

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Footnotes

Edited by: Patrick Broman, Curtin University, Australia

Reviewed by: Francesco Garcia, Universidad Autónoma de Ciudad Juárez, Mexico

Lauren Parkinson-Zarb, The University of Melbourne, Australia

Abbreviations DHT, Digital health technology; PT, Physiotherapist; AT, Athletic therapist; OT, Occupational therapist; RN, Registered nurse; MD, Medical doctor; PTA, Physiotherapy assistant.

Statements

Conflict of interest

RZ's program of research has received financial support through competitively-funded research grants from Canadian Institutes of Health Research (CIHR), Ontario Neurotrauma Foundation (ONF), Physician Services Incorporated (PSI) Foundation, CHEO Foundation, Ontario Brain Institute (OBI), National Football League (NFL), Brain Heart Interconnectome Canada First Research Excellence Fund (BHI-CFREF), Ontario Ministry of Health (MOH), Public Health Agency of Canada (PHAC), Health Canada, Parachute Canada and Ontario SPOR Support Unit (OSSU). RZ is also supported by a Tier 1 Clinical Research Chair in Pediatric Concussion from University of Ottawa. All grant funding goes directly to the institution. RZ sits on the board of directors for North American Brain Injury Society (NABIS) which is a volunteer (unpaid) role. Finally, RZ is a co-founder and a minority shareholder of 360 Concussion Care (a learning health system and network of interdisciplinary concussion clinics in Ontario); no proceeds have been transferred to RZ.

Funding

The author(s) declared that financial support was received for this work and/or its publication. This work was supported by a project grant from the Canadian Institutes of Health Research (grant #183800) awarded to authors MH, KS, RZ, IG, EB, and SS, the Holland Family Chair in Acquired Brain Injury held by SS, and the Bloorview Children's Hospital Foundation Chair in Pediatric Rehabilitation held by EB. JS received graduate student funding from the Temerty Faculty of Medicine at the University of Toronto, Ontario Graduate Scholarship (University of Toronto), and Canadian Institutes of Health Research. The funders had no role in study design, data collection and analysis, decision to publish, or preparation of the manuscript.

Data availability

The original contributions presented in the study are included in the article/Supplementary Material, further inquiries can be directed to the corresponding author.

Ethics approval

The aspects of this study involving humans were approved by research ethics committees at each site. Coordinated research ethics approval for the Toronto and Ottawa sites was obtained through Clinical Trials Ontario, with Holland Bloorview Kids Rehabilitation Hospital as the designated board of Record (REB# 4555). Site-specific approvals were also secured through the University of Calgary Conjoint Health Research Ethics Board (REB# 24-0422) and McGill University Health Center Research Ethics Board (REB# 2025-10822). Best practices in research ethics were followed in accordance with the International Council for Harmonization (ICH) Good Clinical Practice Guidelines and the Declaration of Helsinki. All participants provided informed written consent to participate in the study. The studies were conducted in accordance with the local legislation and institutional requirements. The participants provided their written informed consent to participate in this study.

Author contributions

JS: Conceptualization, Data curation, Formal analysis, Funding acquisition, Investigation, Methodology, Project administration, Visualization, Writing – original draft, Writing – review & editing. CP: Conceptualization, Methodology, Visualization, Writing – review & editing. AL: Data curation, Investigation, Methodology, Project administration, Visualization, Writing – review & editing. BI: Data curation, Formal analysis, Writing – review & editing. EC: Formal analysis, Writing – review & editing. AH: Methodology, Project administration, Supervision, Visualization, Writing – review & editing. MH: Conceptualization, Funding acquisition, Methodology, Writing – review & editing. SM: Methodology, Visualization, Writing – review & editing. KS: Conceptualization, Funding acquisition, Methodology, Writing – review & editing. RZ: Conceptualization, Funding acquisition, Writing – review & editing. IG: Conceptualization, Funding acquisition, Writing – review & editing. EB: Conceptualization, Funding acquisition, Methodology, Project administration, Resources, Supervision, Visualization, Writing – review & editing. SS: Conceptualization, Funding acquisition, Methodology, Project administration, Resources, Supervision, Visualization, Writing – review & editing.

Acknowledgements

The authors thank all participants for their time and extend our deep appreciation to local site research staff including Michaela Chadder (University of Calgary) and Joanna Mazza and Raffaela Iuliano (Montreal Children's Hospital). We also wish to acknowledge members of the Holland Bloorview Kids Rehabilitation Hospital communications team, specifically Sammy Shiu, and pilot testers Brynna Kerr, Roshanak Asgari, and Cyndy Bryson for their assistance in developing the R2Play training program.

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Citation

Shore, J., et al. (2026). Designing for implementation: development, delivery, and multi-method evaluation of a clinician training program for a novel technology-based concussion assessment tool. Frontiers in Health Services, Volume 6. https://doi.org/
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6 - 2026

Copyright

© 2026 Shore, Provvidenza, Lovell, Ingaramoorthy, Christopoulos, Hickling, Hutchison, Munce, Schneider, Zemek, Gagnon, Biddiss and Scratch.

License: https://creativecommons.org/licenses/by/4.0/

*Correspondence: Shannon E. Scratch

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