Increasing motivation for cancer treatment adherence in children through a mobile educational game: a pilot study
DOI:
https://doi.org/10.4108/eai.15-2-2022.173453Keywords:
childhood cancer, e-learning, mobile application, serious game, treatment adherence, virtual petAbstract
INTRODUCTION: It is crucial to educate childhood cancer patients (CCPs) about their illness and motivate them for cancer treatment and treatment side-effects management.
OBJECTIVES: This paper describes the design, development and pilot evaluation of the proposed serious game intervention with CCPs in Malaysia.
METHODS: A single-centre, single-arm intervention was conducted with CCPs (n=8). Surveys were done pre-test and post-test.
RESULTS: The Protection Motivation Theory was used to measure the participants' motivation. Self-reported surveys with CCPs and caregiver dyads showed a significant increase in participants’ intention to use cancer treatment. Although the increase in the intention to use daily self-care and cancer knowledge survey scores was not substantial, the post-test caregivers' feedback revealed that the game was beneficial for their children.
CONCLUSION: Early results of the study have shown the intervention’s potential to boost the knowledge and motivations of CCPs.
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Copyright (c) 2022 EAI Endorsed Transactions on Pervasive Health and Technology
This work is licensed under a Creative Commons Attribution 3.0 Unported License.
This is an open access article distributed under the terms of the CC BY-NC-SA 4.0, which permits copying, redistributing, remixing, transformation, and building upon the material in any medium so long as the original work is properly cited.
Funding data
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Swinburne
Grant numbers SUHREC 20202689-3990