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一款具有文化适应性的移动健康游戏应用程序改善印度糖尿病健康素养的效果:一项随机对照试验。

Effectiveness of a Culturally Responsive mHealth Gaming Application to Improve Diabetes Health Literacy in India: A Randomized Controlled Trial.

作者信息

Garner Shelby L, Young Phil, Fendt Matthew, Koch Hope, George Carolin Elizabeth, Hitchcock Julia, Green Gina, Kulaba Peter, G V Kingsly Robert

机构信息

Author Affiliations: Baylor University, Louise Herrington School of Nursing, Waco, TX (Dr Garner); Baylor University, Hankamer School of Business, Waco, TX (Dr Young); Baylor University, Computer Sciences, Waco, TX (Dr Fendt); Baylor University, Hankamer School of Business Management Information Systems, Waco, TX (Dr Koch); Community Health and Research Department, Bangalore Baptist Hospital, Karnataka, India (Dr George); Department of Art, Department of Medical Humanities, Baylor University, Waco, TX (Ms Hitchcock); Baylor University, Hankamer School of Business, Management Information Systems, Waco, TX (Dr Green); Baylor University, Waco, TX (Dr Kulaba); Emergency Medicine and Critical Care, Bangalore Baptist Hospital, Karnataka, India (Dr Robert G. V.).

出版信息

Comput Inform Nurs. 2023 Oct 1;41(10):796-804. doi: 10.1097/CIN.0000000000001009.

Abstract

The purpose of this study was to determine the effectiveness of a culturally responsive interactive gaming mHealth educational application designed to improve diabetes health literacy among an underserved urban population in India when compared with a traditional approach of verbal education. In addition, relationships between participant sociodemographic variables and participant knowledge were assessed. A randomized controlled trial was conducted using a two-arm parallel, single-blinded intervention and control group design. The parallel groups were the mHealth Education group serving as the intervention group and the Verbal Education group serving as the control group. The mHealth application was as effective in improving diabetes health literacy as verbal education. Results for the difference in posttest and pretest score between the two groups indicated there was no statistically significant difference between groups ( P = .9306). However, there was a significant improvement in the difference in posttest and pretest scores for each group ( P < .0001), indicating that the culturally responsive type 2 diabetes educational content was effective in improving type 2 diabetes health literacy among both groups. This study answers a call by the World Health Organization that advocates for evidence-based mHealth interventions that offer unique opportunities for cost-effective informatics service delivery in low- and middle-income countries.

摘要

本研究的目的是确定一款具有文化适应性的交互式游戏移动健康(mHealth)教育应用程序的有效性,该应用程序旨在提高印度城市中服务不足人群的糖尿病健康素养,并将其与传统的口头教育方法进行比较。此外,还评估了参与者社会人口统计学变量与参与者知识之间的关系。采用双臂平行、单盲干预和对照组设计进行了一项随机对照试验。平行组分别是作为干预组的移动健康(mHealth)教育组和作为对照组的口头教育组。移动健康(mHealth)应用程序在提高糖尿病健康素养方面与口头教育同样有效。两组之间后测和前测分数差异的结果表明,两组之间没有统计学上的显著差异(P = 0.9306)。然而,每组后测和前测分数的差异都有显著改善(P < 0.0001),这表明具有文化适应性的2型糖尿病教育内容在提高两组的2型糖尿病健康素养方面是有效的。本研究回应了世界卫生组织的呼吁,该组织倡导基于证据的移动健康(mHealth)干预措施,这些措施为低收入和中等收入国家提供了具有成本效益的信息服务交付的独特机会。

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