Department of Medical Education, Mie University Graduate School of Medicine, 2-174 Edobashi, Tsu, Mie, 514-8507, Japan.
Department of Medical Quality and Safety Science, Osaka City University Graduate School of Medicine, Osaka, Japan.
BMC Cancer. 2022 Mar 29;22(1):340. doi: 10.1186/s12885-022-09359-w.
Childhood cancer survivors lacking awareness on their potential risks of late effects often fail to seek adequate follow-up care. Patient education matching their preference is of great importance to improve their adherence to survivorship care. In this study, we developed two age-dependent game-based learning programs, which enable continuous approaches for childhood cancer survivors along their intellectual maturation. Then, we assessed the effectiveness of the programs.
Childhood cancer survivors over 10 years of age who regularly visited a long-term follow-up clinic were enrolled in this study. They were requested to play either of two different types of game tools, one for school children and another for adolescents and young adults, for one month at home. To evaluate the educational effects of the programs, they were examined for health management awareness, self-esteem, and knowledge on cancer-related late effects before and after the intervention with age-based questionnaires and knowledge tests.
Among 83 participants, 49 (59.0%) completed the assessments over the period of 12 months. The health management awareness and knowledge levels increased significantly at 1-month after the intervention as compared to the baseline in both school children and adolescents/young adults (for health management awareness, p = 0.011 in elementary school children; p = 0.007 in junior high school children; p < 0.001 in adolescents/young adults; for knowledge levels, p < 0.001 in school children; p < 0.001 in adolescents/young adults). The effect was maintained for 12 months in school children while it decreased in adolescents and young adults with time. Self-esteem significantly increased at 1-month (p = 0.002 in school children; p = 0.020 in adolescents/young adults) and was maintained for 12 months in both age groups.
The game-based learning programs enhanced health locus of control and self-esteem in childhood cancer survivors. The game-based learning programs could be applied effectively to survivorship care as a new modality of patient education.
This study was retrospectively registered in UMIN-CTR ( UMIN000043603 ) on March 12, 2021.
缺乏对晚期效应潜在风险认知的儿童癌症幸存者往往无法寻求足够的随访护理。满足患者偏好的患者教育对于提高他们对生存护理的依从性非常重要。在这项研究中,我们开发了两个基于年龄的游戏学习程序,这些程序可以根据儿童癌症幸存者的智力成熟程度提供持续的方法。然后,我们评估了这些程序的效果。
招募了年龄在 10 岁以上且定期到长期随访诊所就诊的儿童癌症幸存者。他们被要求在家中使用两种不同类型的游戏工具之一,一种适用于小学生,另一种适用于青少年和年轻人,使用一个月。为了评估该程序的教育效果,我们使用基于年龄的问卷和知识测试,在干预前后检查了他们的健康管理意识、自尊和对癌症相关晚期效应的知识。
在 83 名参与者中,有 49 名(59.0%)在 12 个月的时间内完成了评估。与基线相比,在 1 个月后,小学生和青少年/年轻人的健康管理意识和知识水平均显著提高(小学生健康管理意识,p=0.011;初中生健康管理意识,p=0.007;青少年/年轻人健康管理意识,p<0.001;小学生知识水平,p<0.001;青少年/年轻人知识水平,p<0.001)。该效果在小学生中维持了 12 个月,而在青少年和年轻人中随着时间的推移而降低。自尊在 1 个月时显著增加(小学生,p=0.002;青少年/年轻人,p=0.020),并在两个年龄组中维持了 12 个月。
基于游戏的学习程序增强了儿童癌症幸存者的健康控制感和自尊。基于游戏的学习程序可以作为患者教育的新模式有效地应用于生存护理。
本研究于 2021 年 3 月 12 日在 UMIN-CTR(UMIN000043603)进行了回顾性注册。