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基于计算机的互动式叙事和儿童哮喘严肃游戏的开发与内容效度分析。

A Computer-Based Interactive Narrative and a Serious Game for Children With Asthma: Development and Content Validity Analysis.

机构信息

Department of Clinical Pharmacy, School of Pharmacy, Taipei Medical University, Taipei, Taiwan.

Program Study of Pharmacy, Faculty of Mathematics and Science, Udayana University, Badung, Indonesia.

出版信息

J Med Internet Res. 2021 Sep 13;23(9):e28796. doi: 10.2196/28796.

Abstract

BACKGROUND

Nonadherence to medications, failure to prevent exposure to asthma triggers, lack of knowledge about using medications, and fixed mindsets contribute to poor asthma control in children. Digital learning could provide a new strategy for improving health-related outcomes in children with asthma.

OBJECTIVE

The aim of this study is to develop and design a digital educational program, titled Module of Inhaler and Asthma Triggers for Children (MIRACLE), for Indonesian children with asthma. The program comprises an interactive narrative and a serious game. It was proposed to increase the understanding of asthma self-management, instruct on proper inhaler techniques, improve asthma control, and promote a growth mindset for children with asthma.

METHODS

Two phases of research were conducted to develop the program. In the first phase, a literature search and two rounds of the Delphi technique were conducted to obtain agreement from an expert panel regarding elements of asthma self-management and the design of interactive narratives and a serious game. The expert panel item statements were evaluated using the content validity index (CVI). In the second phase, the SERES framework, Norma Engaging Multimedia Design, and Psychological Theory of Growth Mindset were applied to create a storyline, learn objectives, and game challenges.

RESULTS

In the first phase, 40 experts were invited to participate in Delphi round 1. Forty responses were collected to generate 38 item statements that consisted of part 1, elements of asthma self-management (25 items), and part 2, design of an interactive narrative and a serious game (13 items); 38 experts were involved in Delphi round 2. In total, 24 statements in part 1 and 13 items in part 2 had item-CVI values >0.80. The average CVI was 0.9, which was considered acceptable. Four narrative plots and five game sessions were developed during the second phase. Challenges with the scenario, scoring, and feedback on asthma difficulties were designed to promote a growth mindset for learners.

CONCLUSIONS

We developed a culture-specific, computer-based asthma program containing an interactive narrative and a serious game to deliver asthma self-management and promote a growth mindset among Indonesian children.

摘要

背景

儿童用药不依从、未能预防哮喘诱因暴露、缺乏用药知识和固定思维模式是导致儿童哮喘控制不佳的原因。数字学习可为改善哮喘儿童的健康相关结局提供新策略。

目的

本研究旨在为印度尼西亚哮喘儿童开发和设计一款名为儿童吸入器和哮喘诱因模块(MIRACLE)的数字教育程序。该程序包括互动叙事和严肃游戏。目的是提高儿童对哮喘自我管理的理解,教授正确的吸入器技术,改善哮喘控制,并促进哮喘儿童的成长思维模式。

方法

该程序的开发分两个阶段进行研究。在第一阶段,进行了文献检索和两轮 Delphi 技术,以获得专家小组对哮喘自我管理要素以及互动叙事和严肃游戏设计的一致意见。使用内容有效性指数(CVI)评估专家小组项目陈述。在第二阶段,应用 SERES 框架、Norma 参与式多媒体设计和成长思维心理理论来创建故事情节、学习目标和游戏挑战。

结果

在第一阶段,邀请了 40 名专家参加 Delphi 第 1 轮,共收集到 40 份回复,生成了 38 个项目陈述,分为两部分:第 1 部分是哮喘自我管理要素(25 个项目),第 2 部分是互动叙事和严肃游戏设计(13 个项目);第 2 轮有 38 名专家参与。第 1 部分的 24 个项目和第 2 部分的 13 个项目的项目-CVI 值均>0.80。平均 CVI 为 0.9,可接受。在第二阶段开发了四个叙事情节和五个游戏环节。为了促进学习者的成长思维模式,设计了与场景、评分和哮喘困难反馈相关的挑战。

结论

我们开发了一款具有文化特异性的基于计算机的哮喘程序,包含互动叙事和严肃游戏,以提供哮喘自我管理并促进印度尼西亚儿童的成长思维模式。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/38eb/8477291/beb288579102/jmir_v23i9e28796_fig1.jpg

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