开发和测试儿童伤害应用程序,一个基于网络的,第一民族青少年疼痛自我报告应用程序:混合方法研究。

IF 2.6 Q2 HEALTH CARE SCIENCES & SERVICES
JMIR Human Factors Pub Date : 2025-03-03 DOI:10.2196/48370
Karlee Francis, Julie Francis, Margot Latimer, Hayley Gould, Shante Blackmore, Emily MacLeod
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引用次数: 0

摘要

背景:原住民儿童和青少年可能会以独特的方式表达他们的健康需求,而这些需求并未被医疗服务提供者所认识。这可能会导致他们的心理健康和身体疼痛发生率高与治疗率低之间的差距。有证据表明,殖民历史导致了他们在医疗保健系统中的不良体验、对医疗服务提供者缺乏信任以及临床医生与患者之间的沟通不畅。我们需要利用土著和西方知识的现代方法来弥合沟通疼痛方面的差距:这项定性研究的目的是测试 "孩子受伤了 "应用程序在原住民青少年和临床医生中的可用性和临床可行性:方法:采用 "双眼观察法"(Two-Eyed Seeing),利用经过验证的情绪和疼痛评估应用程序的概念,结合基于社区的研究,收集原住民青少年和临床医生对疼痛和伤害的质量、强度和位置的看法,开发了 "儿童伤害 "应用程序。儿童伤害应用程序包含 16 个屏幕,可在任何网络设备上访问:总共对原住民青少年(10-19 岁)进行了 3 轮低保真测试(人数=19)、2 轮高保真测试(人数=20)和 2 轮临床可行性测试(人数=10),以确定儿童伤害应用程序的相关性、有效性和可用性。在完成高保真青少年课程后,还对 15 名临床医生进行了高保真测试。青少年提出了一些建设性的建议,这些建议被用于在随后的版本测试中改进该应用程序。青少年和临床医生之间的一个主要分歧是,他们更倾向于以视觉方式传达疼痛。结论:在所有测试中,所有青少年都表示,如果在医疗机构中可以使用 "孩子受伤了 "应用程序,他们会使用该应用程序。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Development and Testing of the Kids Hurt App, a Web-Based, Pain Self-Report App for First Nations Youths: Mixed Methods Study.

Background: First Nations children and youths may have unique ways to convey their health needs that have not been recognized by health providers. This may contribute to the disparity between high rates of mental health and physical pain and low rates of treatment for the conditions they experience. Evidence suggests that a colonial history has resulted in poor experiences with the health care system, lack of trust with health providers, and miscommunication between clinicians and patients. Contemporary ways, using both Indigenous and Western knowledge, are needed to bridge the gap in communicating pain.

Objective: The aim of this qualitative study was to test the usability and clinical feasibility of the Kids Hurt App with First Nations youths and clinicians working with youths.

Methods: Using a Two-Eyed Seeing approach, the Kids Hurt App was developed using concepts from validated mood and pain assessment apps combined with community-based research that gathered First Nations youths and clinicians perspectives on quality, intensity, and location of pain and hurt. The Kids Hurt App contains 16 screens accessible on any web-based device.

Results: In total, 3 rounds of low-fidelity testing (n=19), 2 rounds of high-fidelity testing (n=20), and 2 rounds of clinical feasibility testing (n=10) were conducted with First Nations youths (10-19 years) to determine the relevance, validity, and usability of the Kids Hurt App. High-fidelity testing was also conducted with 15 clinicians after completing the high-fidelity youth sessions. Youths had constructive suggestions that were used to improve the app in subsequent rounds of version testing. There was one main discrepancy between youths and clinicians related to preference for how best to visually convey pain. The youth's preference was maintained in the app.

Conclusions: All youths in all rounds of testing indicated that they would use the Kids Hurt App if it was available to them in a health care setting, with most clinicians noting that the app would be useful in practice.

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来源期刊
JMIR Human Factors
JMIR Human Factors Medicine-Health Informatics
CiteScore
3.40
自引率
3.70%
发文量
123
审稿时长
12 weeks
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