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结合技术与研究预防烫伤(酷跑干预措施):随机对照试验

Combining Technology and Research to Prevent Scald Injuries (the Cool Runnings Intervention): Randomized Controlled Trial.

作者信息

Burgess Jacqueline, Watt Kerrianne, Kimble Roy M, Cameron Cate M

机构信息

Centre for Children's Burns and Trauma Research, University of Queensland, Brisbane, Australia.

Pegg Leditschke Children's Burns Centre, Lady Cilento Childen's Hospital, Brisbane, Australia.

出版信息

J Med Internet Res. 2018 Oct 10;20(10):e10361. doi: 10.2196/10361.

Abstract

BACKGROUND

New technologies, internet accessibility, social media, and increased smartphone ownership provide new opportunities for health researchers to communicate and engage target audiences. An innovative burn prevention intervention was developed using these channels.

OBJECTIVE

The aim of this study was to evaluate the efficacy of Cool Runnings, an app-based intervention to increase knowledge of childhood burn risk (specifically hot beverage scalds) and correct burn first aid among mothers of young children.

METHODS

This was a 2-group, parallel, single-blinded randomized controlled trial (RCT). Participants were women aged 18 years and above, living in Queensland, Australia, with at least 1 child aged 5-12 months at time of enrollment. The primary outcome measures were change in knowledge about risk of burns and correct burn first aid assessed via 2 methods: (1) overall score and (2) categorized as adequate (score=4) versus inadequate (score<4). Efficacy of gamification techniques was also assessed.

RESULTS

In total, 498 participants were recruited via social media and enrolled. At the 6-month follow-up, 244 participants completed the posttest questionnaire. Attrition rates in both groups were similar. Participants who remained in the study did not differ from those lost to follow-up on any characteristics except education level. Although similar at baseline, intervention group participants achieved significantly greater improvement in overall knowledge posttest than control group participants on both primary outcome measures (overall knowledge intervention: mean [SD] of overall knowledge 2.68 [SD 1.00] for intervention vs 2.13 [SD 1.03] for control; 20.7% [25/121] adequate in intervention vs 7.3% [2/123] in control). Consequently, the number needed to treat was 7.46. Logistic regression showed participants exposed to the highest level of disadvantage had 7.3 times higher odds of improved overall knowledge scores than participants in other levels of disadvantage. There were also significant correlations between gamification techniques and knowledge change (P<.001). In addition, odds of knowledge improvement between baseline and 6-month follow-up was higher in participants with low-moderate app activity compared with no app activity (odds ratio [OR] 8.59, 95% CI 2.9-25.02) and much higher in participants with high app activity (OR 18.26, 95% CI 7.1-46.8).

CONCLUSIONS

Despite substantial loss to follow-up, this RCT demonstrates the Cool Runnings app was an effective intervention for improving knowledge about risks of hot beverage scalds and burn first aid in mothers of young children. The benefits of combining gamification elements in the intervention were also highlighted. Given the low cost and large reach of smartphone apps to deliver content to and engage with targeted populations, the results from this RCT provide important information on how smartphone apps can be used for widespread injury prevention campaigns and public health campaigns generally.

TRIAL REGISTRATION

Australian New Zealand Clinical Trials Registry ACTRN12616000019404; https://www.anzctr.org.au/Trial/Registration/TrialReview.aspx?id=369745&showOriginal=true&isReview=true (Archived by WebCite at http://www.webcitation.org/72b1E8gTW).

摘要

背景

新技术、互联网接入、社交媒体以及智能手机拥有量的增加,为健康研究人员与目标受众进行沟通和互动提供了新机会。利用这些渠道开发了一种创新的烧伤预防干预措施。

目的

本研究旨在评估“酷跑”(Cool Runnings)的效果,这是一种基于应用程序的干预措施,旨在提高幼儿母亲对儿童烧伤风险(特别是热饮烫伤)的认识,并纠正烧伤急救知识。

方法

这是一项两组平行、单盲随机对照试验(RCT)。参与者为年龄在18岁及以上、居住在澳大利亚昆士兰州、入组时至少有一名5至12个月大孩子的女性。主要结局指标是通过两种方法评估的烧伤风险知识和正确烧伤急救知识的变化:(1)总分;(2)分为足够(得分=4)与不足(得分<4)。还评估了游戏化技术的效果。

结果

总共通过社交媒体招募了498名参与者并使其入组。在6个月的随访中,244名参与者完成了测试后问卷。两组的失访率相似。留在研究中的参与者与失访者在任何特征上均无差异,但教育水平除外。尽管在基线时相似,但干预组参与者在两项主要结局指标的测试后总体知识方面的改善均显著大于对照组参与者(总体知识干预:干预组总体知识的均值[标准差]为2.68[标准差1.00],对照组为2.13[标准差1.03];干预组足够的比例为20.7%[25/121],对照组为7.3%[2/123])。因此,治疗所需人数为7.46。逻辑回归显示,处于最高劣势水平的参与者总体知识得分提高的几率是其他劣势水平参与者的7.3倍。游戏化技术与知识变化之间也存在显著相关性(P<.001)。此外,与无应用程序活动的参与者相比,应用程序活动水平低至中等的参与者在基线至6个月随访期间知识改善的几率更高(优势比[OR]8.59,95%置信区间2.9 - 25.02),应用程序活动水平高的参与者则更高(OR 18.26,95%置信区间7.1 - 46.8)。

结论

尽管有大量失访情况,但这项随机对照试验表明,“酷跑”应用程序是一种有效的干预措施,可提高幼儿母亲对热饮烫伤风险和烧伤急救知识的认识。还强调了在干预中结合游戏化元素的益处。鉴于智能手机应用程序成本低且能广泛覆盖目标人群并与之互动,这项随机对照试验的结果为如何将智能手机应用程序用于广泛的伤害预防运动和一般公共卫生运动提供了重要信息。

试验注册

澳大利亚新西兰临床试验注册中心ACTRN12616000019404;https://www.anzctr.org.au/Trial/Registration/TrialReview.aspx?id=369745&showOriginal=true&isReview=true(由WebCite存档于http://www.webcitation.org/72b1E8gTW)

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/c4c6/6234332/3567a857d09d/jmir_v20i10e10361_fig1.jpg

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