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在巴巴多斯通过一款数字健康游戏支持避孕自我护理和生殖赋权:《我的避孕方法是什么?》的开发与实施前研究

Supporting contraceptive self-care and reproductive empowerment with a digital health game in Barbados: Development and Pre-implementation study for What's My Method?

作者信息

Bertozzi Elena, Bertozzi-Villa Clara, Sabato Erin, Alleyne Nicole, Watson-Miller Sonia, Jordan Tiffany, Langdon Anderson

机构信息

Game Design & Development, Quinnipiac University, Hamden, Connecticut, 06518, USA.

Division of Maternal Fetal Medicine, Department of Obstetrics & Gynecology and Women's Health, Montefiore Health System, Bronx, New York, USA.

出版信息

Gates Open Res. 2024 Nov 21;8:47. doi: 10.12688/gatesopenres.15376.2. eCollection 2024.

Abstract

Effective contraceptive education is essential to reducing unwanted pregnancy, increasing uptake of modern contraceptive methods, and thoughtfully planning desired births. New World Health Organization (WHO) and family planning organization guidelines recommend situating contraceptive education and counseling within a broader context of self-care that emphasizes individual agency and reproductive empowerment. Digital health interventions, and games for health specifically, have been validated as effective and scalable tools for self-guided and interactive health education, especially among younger tech-savvy individuals. Barbados currently supplements provider-based contraceptive counseling with analog materials (pamphlets and posters) and informational videos that play on a screen in the waiting room. As part of an implementation framework, this study seeks to conduct a formative evaluation of the What's My Method? (WMM) game intervention as a tool to support contraceptive counseling and increase reproductive empowerment among childbearing persons in Barbados. We test-deployed the WMM game in Bridgetown, Barbados, conducting playtests and unstructured discussions with prototypes of the WMM game among three groups of stakeholders (youth contraception ambassadors: n=8; healthcare providers: n=7; and nursing students: n=27) to determine acceptability of the intervention, efficacy of the game as a learning tool, and willingness to adopt the tool in their healthcare context. Feedback on acceptability of the game was largely positive. Detailed constructive comments informed modifications and improvements to the game. The questionnaire used to assess contraceptive knowledge gain did not prove effective. Results indicate that the WMM game is well-received and accepted by the healthcare professionals who would be deploying it. This pilot testing has informed the design of the modified WMM for a randomized controlled trial (RCT) to test the deployment of the game in a healthcare setting.

摘要

有效的避孕教育对于减少意外怀孕、提高现代避孕方法的使用率以及精心规划理想生育至关重要。世界卫生组织(WHO)和计划生育组织的新指南建议,将避孕教育和咨询置于更广泛的自我保健背景下,强调个人能动性和生殖自主权。数字健康干预措施,特别是健康游戏,已被证实是自我引导和互动式健康教育的有效且可扩展的工具,尤其是在年轻的技术达人中。巴巴多斯目前通过模拟材料(宣传册和海报)以及候诊室屏幕上播放的信息视频来补充基于提供者的避孕咨询。作为实施框架的一部分,本研究旨在对“我的避孕方法是什么?”(WMM)游戏干预措施进行形成性评估,将其作为一种支持避孕咨询并增强巴巴多斯育龄人群生殖自主权的工具。我们在巴巴多斯布里奇敦对WMM游戏进行了测试部署,与三组利益相关者(青年避孕大使:n = 8;医疗保健提供者:n = 7;护理学生:n = 27)就WMM游戏原型进行了游戏测试和非结构化讨论,以确定该干预措施的可接受性、游戏作为学习工具的有效性以及在其医疗保健环境中采用该工具的意愿。关于游戏可接受性的反馈总体上是积极的。详细的建设性意见为游戏的修改和改进提供了依据。用于评估避孕知识获取的问卷并未证明有效。结果表明,WMM游戏受到了将部署该游戏的医疗保健专业人员的好评和接受。这项试点测试为修改后的WMM用于随机对照试验(RCT)的设计提供了参考,以测试该游戏在医疗保健环境中的部署情况。

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