儿童健康诊所中促进家庭健康的游戏化干预--分组随机试验

IF 1.5 Q2 EDUCATION & EDUCATIONAL RESEARCH
Laura Selänne, Miko Pasanen, Funda Aslan, Anni Pakarinen
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引用次数: 0

摘要

本研究旨在评估数字化和游戏化 WellWe 干预措施对父母在 4 岁儿童全面健康检查中的健康行为自我效能和养育意识的影响。在市一级进行分组随机化。芬兰西南部 4 个市的 15 家儿童健康诊所被随机分配到干预组(WellWe 干预)或对照组(常规护理)。结果测量包括 "父母健康行为自我效能"(PDAP)和 "正念养育"(MIPQ)问卷。结果最初共有 110 名家长(干预组 50 人,对照组 60 人)参加了研究。研究结束时,共有 33 名家长参与,其中干预组 12 名,对照组 21 名。在不同的时间点,各组之间或组内的家长自我效能感和养育子女的正念在统计学上没有显著差异。受试者的承诺低于预期。可以通过更加注重吸引和激励家庭和公共卫生护士(PHNs)来改进干预措施。因此,在进一步完善干预措施时,必须让目标群体更积极地参与内容和实施方式的设计。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Gamified Intervention for Health Promotion of Families in Child Health Clinics — A Cluster Randomised Trial
ObjectivesThis study aimed to evaluate the effectiveness of the digital and gamified WellWe intervention on parental self-efficacy for healthy behaviours and mindfulness in parenting at the comprehensive health checks of 4-year-old children.MethodsTwo-arm cluster, randomised, controlled trial with a 4-month follow-up.The data were collected from parents of 4-year-old children. Cluster randomisation was done at the municipality level. Fifteen child health clinics within 4 municipalities located in Southwest Finland were randomly allocated to either an intervention (WellWe intervention) or a control group (usual care). The outcome measures included the Parental Self-Efficacy for Healthy Behaviours (PDAP) and Mindfulness in Parenting (MIPQ) questionnaires. Data were collected at baseline, after the intervention and at the 4-month follow-up.ResultsInitially a total of 110 parents (50 in the intervention and 60 in the control group) participated in the study. At the end of the study, there were 33 parents involved, with 12 in the intervention group and 21 in the control group. Parental self-efficacy and mindfulness in parenting showed no statistically significant difference between the groups or within the groups at the different time points.ConclusionsThe results of the study showed no difference between the intervention and the usual care. The commitment of the subjects was lower than expected. The intervention could be improved by placing a greater focus on engaging and motivating both families and public health nurses (PHNs). Therefore, when refining the intervention further, it's important to involve the target group more actively in the design of both content and delivery.
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来源期刊
SIMULATION & GAMING
SIMULATION & GAMING EDUCATION & EDUCATIONAL RESEARCH-
CiteScore
5.30
自引率
5.00%
发文量
35
期刊介绍: Simulation & Gaming: An International Journal of Theory, Practice and Research contains articles examining academic and applied issues in the expanding fields of simulation, computerized simulation, gaming, modeling, play, role-play, debriefing, game design, experiential learning, and related methodologies. The broad scope and interdisciplinary nature of Simulation & Gaming are demonstrated by the wide variety of interests and disciplines of its readers, contributors, and editorial board members. Areas include: sociology, decision making, psychology, language training, cognition, learning theory, management, educational technologies, negotiation, peace and conflict studies, economics, international studies, research methodology.
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