特应性皮炎儿童健康游戏的设计和内容有效性

Mariana Muzzolon, Mariana A Pasa Morgan, R. Imoto, Vânia O de Carvalho
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摘要

特应性皮炎(AD)的治疗成功与否在很大程度上取决于患者是否坚持治疗。要做到坚持治疗,不仅需要知识的传授,还需要患者健康行为的改变。因此,我们开展了这项研究,以开发和验证针对儿童特应性皮炎患者的健康游戏内容。 本研究的重点是开发和验证有关注意力缺失症的健康游戏内容。这些游戏包括《Oli e o Grande Desafio da Coceira™》(《Oli 和瘙痒大挑战》)一书以及游戏 Dermatrilha™(《Dermatrail》)和 Caixinha Surpresa da Dermatite™(《皮炎惊喜盒》)。工具开发过程包括五个阶段:工具规划、工具开发、内容验证问卷开发、专家委员会评估和目标受众预测试。 专家委员会由 20 位专业人士组成:专家委员会由 20 名专业人士组成:5 名儿科皮肤科医生、5 名医院心理学家、5 名插画家/设计师和 5 名幼儿教育教师。目标受众包括 25 名 5 至 12 岁患有注意力缺失症的儿童。在专家委员会的评估中,内容效度指数为 0.94,在目标受众的评估中,内容效度指数为 0.95。在游戏中,专家委员会成员的一般内容效度指数为 0.95,目标受众的一般内容效度指数为 0.92,所有项目的内容效度指数均高于 0.80。 本研究评估的健康游戏是有用的心理教育工具,其内容效度高,可用于注意力缺失症儿童的治疗教育。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Design and Content Validity of Health Games for children with Atopic Dermatitis
The success of managing atopic dermatitis (AD) largely depends on patient adherence to treatment. Achieving adherence requires more than knowledge transfer; it also requires a change in patients’ health behavior. Therefore, we conducted this study to develop and validate the content of health games for the pediatric population with AD. This study focused on developing and validating the content of health games about AD. Among these were the book Oli e o Grande Desafio da Coceira™ (“Oli and the Great Itching Challenge”) and the games Dermatrilha™ (“Dermatrail”) and Caixinha Surpresa da Dermatite™ (“Dermatitis Surprise Box”). The instrument development process consisted of five stages: planning of the instruments, development of the instruments, development of content validation questionnaires, evaluation by an expert committee, and a pre-test with the target audience. The expert committee comprised 20 professionals: 5 pediatric dermatologists, 5 hospital psychologists, 5 illustrators/designers, and 5 early childhood education teachers. The target audience comprised 25 children with AD aged 5 to 12 years. The content validity index was 0.94 in the evaluation by the expert committee and 0.95 in the evaluation by the target audience. Among the games, the general content validity index was 0.95 among the members of the expert committee and 0.92 among the target audience, being higher than 0.80 for all items. The health games evaluated in this study are useful psychoeducational tools with high content validity for use in the therapeutic education of children with AD.
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