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游戏化和口腔自我保健对儿童口腔卫生的影响:应用商店中的系统搜索及应用评估。

The Effects of Gamification and Oral Self-Care on Oral Hygiene in Children: Systematic Search in App Stores and Evaluation of Apps.

机构信息

Faculty of Health Sciences, University of Maribor, Maribor, Slovenia.

Dr. Novsak storitve d.o.o., Ljubljana, Slovenia.

出版信息

JMIR Mhealth Uhealth. 2020 Jul 8;8(7):e16365. doi: 10.2196/16365.

Abstract

BACKGROUND

Poor oral hygiene is a great public health problem worldwide. Oral health care education is a public health priority as the maintenance of oral hygiene is integral to overall health. Maintaining optimal oral hygiene among children is challenging and can be supported by using relevant motivational approaches.

OBJECTIVE

The primary aim of this study was to identify mobile smartphone apps that include gamification features focused on motivating children to learn, perform, and maintain optimal oral hygiene.

METHODS

We searched six online app stores using four search terms ("oral hygiene game," "oral hygiene gamification," "oral hygiene brush game," and "oral hygiene brush gamification"). We identified gamification features, identified whether apps were consistent with evidence-based dentistry, performed a quality appraisal with the Mobile App Rating Scale user version (uMARS), and quantified behavior scores (Behavior Change score, uMARS score, and Coventry, Aberdeen, and London-Refined [CALO-RE] score) using three different instruments that measure behavior change.

RESULTS

Of 612 potentially relevant apps included in the analysis, 17 met the inclusion criteria. On average, apps included 6.87 (SD 4.18) out of 31 possible gamification features. The most frequently used gamification features were time pressure (16/17, 94%), virtual characters (14/17, 82%), and fantasy (13/17, 76%). The most common oral hygiene evidence-based recommendation was brushing time (2-3 minutes), which was identified in 94% (16/17) of apps. The overall mean uMARS score for app quality was high (4.30, SD 0.36), with good mean subjective quality (3.79, SD 0.71) and perceived impact (3.58, SD 0.44). Sufficient behavior change techniques based on three taxonomies were detected in each app.

CONCLUSIONS

The majority of the analyzed oral hygiene apps included gamification features and behavior change techniques to perform and maintain oral hygiene in children. Overall, the apps contained some educational content consistent with evidence-based dentistry and high-quality background for oral self-care in children; however, there is scope for improvement.

摘要

背景

口腔卫生不良是全球范围内的一个重大公共卫生问题。口腔保健教育是公共卫生的重点,因为保持口腔卫生是整体健康的组成部分。在儿童中保持最佳口腔卫生具有挑战性,可以通过使用相关的激励方法来支持。

目的

本研究的主要目的是确定包含激励儿童学习、表现和维持最佳口腔卫生的游戏化功能的智能手机应用程序。

方法

我们使用四个搜索词(“口腔卫生游戏”、“口腔卫生游戏化”、“口腔卫生牙刷游戏”和“口腔卫生牙刷游戏化”)在六个在线应用商店中进行搜索。我们确定了游戏化功能,确定了应用程序是否与循证牙科一致,使用移动应用程序评级量表用户版(uMARS)进行了质量评估,并使用三种不同的测量行为变化的工具量化了行为得分(行为变化得分、uMARS 得分和考文垂、阿伯丁和伦敦修订版[CALO-RE]得分)。

结果

在纳入分析的 612 个潜在相关应用程序中,有 17 个符合纳入标准。平均而言,应用程序包含 31 个可能的游戏化功能中的 6.87 个(SD 4.18)。使用最频繁的游戏化功能是时间压力(16/17,94%)、虚拟角色(14/17,82%)和幻想(13/17,76%)。最常见的口腔卫生循证推荐是刷牙时间(2-3 分钟),在 94%(16/17)的应用程序中都有提到。应用程序质量的总体 uMARS 得分较高(4.30,SD 0.36),主观质量良好(3.79,SD 0.71)和感知影响(3.58,SD 0.44)。在每个应用程序中都检测到足够的基于三个分类法的行为改变技术。

结论

分析的大多数口腔卫生应用程序都包含游戏化功能和行为改变技术,以在儿童中进行和维持口腔卫生。总体而言,这些应用程序包含了一些与循证牙科一致的教育内容和儿童口腔自我保健的高质量背景;然而,仍有改进的空间。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/c3c2/7381071/81ff3f053b1d/mhealth_v8i7e16365_fig4.jpg

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