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观察、发现、思考与行动:评估计算机辅助教学对改善市中心儿童哮喘自我管理的效果

Watch, Discover, Think, and Act: evaluation of computer-assisted instruction to improve asthma self-management in inner-city children.

作者信息

Bartholomew L K, Gold R S, Parcel G S, Czyzewski D I, Sockrider M M, Fernandez M, Shegog R, Swank P

机构信息

Center for Helath Promotion Research and Development, University of Texas Health Science Center at Houston 77225, USA.

出版信息

Patient Educ Couns. 2000 Feb;39(2-3):269-80. doi: 10.1016/s0738-3991(99)00046-4.

DOI:10.1016/s0738-3991(99)00046-4
PMID:11040726
Abstract

An interactive multimedia computer game to enhance self-management skills and thereby improve asthma outcomes in inner city children with asthma was evaluated. Subjects aged 6-17 were recruited from four pediatric practices and randomly assigned to the computer intervention condition or to the usual-care comparison. The main character in the game could match the subject on gender and ethnicity. Characteristics of the protagonist's asthma were tailored to be like those of the subject. Subjects played the computer game as part of regular asthma visits. Time between pre- and post-test varied from 4 to 15.6 months (mean, 7.6 months). Analysis of covariance, with pre-test scores, age, and asthma severity as covariates, found that the intervention was associated with fewer hospitalizations, better symptom scores, increased functional status, greater knowledge of asthma management, and better child self-management behavior for those in the intervention condition. Interactions with covariates were found and discussed in terms of variable efficacy of the intervention.

摘要

对一款交互式多媒体电脑游戏进行了评估,该游戏旨在提高自我管理技能,从而改善内城区哮喘儿童的哮喘治疗效果。研究从四家儿科诊所招募了6至17岁的受试者,并将他们随机分配到电脑干预组或常规护理对照组。游戏中的主角在性别和种族方面与受试者匹配。主角的哮喘特征根据受试者的情况进行了调整。受试者在定期哮喘就诊时玩这款电脑游戏。测试前和测试后的时间间隔从4个月到15.6个月不等(平均7.6个月)。以测试前分数、年龄和哮喘严重程度作为协变量进行协方差分析,结果发现,对于干预组的受试者,该干预措施与住院次数减少、症状评分改善、功能状态提高、哮喘管理知识增加以及儿童自我管理行为改善有关。研究发现了与协变量的相互作用,并根据干预措施的不同效果进行了讨论。

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