QuestLeukemia移动应用程序的可用性和可接受性:慢性疾病儿童教育和心理干预的试点研究

IF 1 4区 医学 Q3 NURSING
Rachel Meyer, Kira Wang, Alexander Yearley, Sydney Grob, Jacob Zeitlin, Jack Bloomfeld, Melissa You, Diane Lee, Melanie Bonner, N. Shah, Kristin Page
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引用次数: 0

摘要

人们普遍认为,教育干预有利于患有慢性病的儿童(疾病意识和自主性)或正在接受医疗程序的儿童(减少焦虑和提高满意度)。造血细胞移植(HCT)是一种治疗危及生命的疾病的强化手术,但与多种不良医疗经历有关。QuestLeukemia(QuestED,Durham,NC)是一款移动应用程序,旨在通过适合年龄的视频和测验来教育准备接受HCT的儿科患者。在这里,我们描述了评估QuestLeukemia应用程序可接受性和可行性的初步试点研究的结果。符合条件的参与者是从便利样本(住院HCT单位和门诊)中选择的。参与者花费了30-60 min使用该应用程序完成了一项调查,评估了该应用程序的可用性、可访问性和用户满意度。参与者认为该应用程序是获得疾病相关知识的有用工具,并报告了他们对疾病过程的更大自主权。平均而言,患者表示该应用程序易于使用(M=4.93)、令人愉快(M=4.79)和全面(M=4.75)。家长对该应用程序的满意度趋势相似。儿科HCT提供商同样报告称,该应用程序易于使用(M=4.22)、令人愉快(M=4.85)和教育全面(M=4.77)。QuestLeukemia移动应用程序原型为接受HCT的儿科患者提供了一个简单、愉快和教育的工具。该申请受到了患者、家长和提供者的好评。这些发现将用于设计未来临床护理游戏的迭代。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Usability and Acceptability of the QuestLeukemia Mobile Application: A Pilot Study for An Educational and Psychological Intervention for Children with Chronic Illnesses
It is widely accepted that educational interventions benefit children with chronic diseases (disease awareness and autonomy) or those undergoing medical procedures (decreased anxiety and improved satisfaction). Hematopoietic cell transplantation (HCT) is an intensive procedure to treat life-threatening diseases but is associated with multiple adverse medical experiences. QuestLeukemia (QuestED, Durham, NC) is a mobile app designed to educate pediatric patients preparing for HCT through age-appropriate videos and quizzes. Here we describe the results of the initial pilot study assessing acceptability and feasibility of QuestLeukemia app. Eligible participants were selected from a convenience sample (inpatient HCT unit and outpatient clinic). Participants spent 30–60 min using the app then completed a survey assessing the app for usability, accessibility, and user satisfaction. Participants identified the app as a useful tool for gaining disease-related knowledge and reported greater autonomy over their disease process. On average, patients indicated that the app was easy to use (M = 4.93), enjoyable (M = 4.79), and comprehensive (M = 4.71). Parents followed similar trends of satisfaction with the app. Pediatric HCT providers likewise reported that the app was easy to use (M = 4.22), enjoyable (M = 4.85), and educationally comprehensive (M = 4.77). The QuestLeukemia mobile application prototype provides an easy, enjoyable, and educational tool for pediatric patients undergoing HCT. This application was well received by patients, parents, and providers. These findings will be used to design future iterations of the game in clinical care.
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CiteScore
3.30
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