211 research outputs found

    CAN INTERACTIVITY MAKE A DIFFERENCE? EFFECTS OF INTERACTIVITY ON YOUNG ADULTS\u27 COMPREHENSION OF ONLINE HEALTH CONTENT

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    The Internet is growing in popularity as a health information sourceespecially among young adults. Interactivity has been pinpointed as the keyfeature that makes the Internet a potentially powerful health communicationtool. It is being heralded as a hybrid channel that has the capacity not only todisseminate health information to mass audiences both asynchronously andsynchronously, but also has the capacity to provide an engaging and stimulatingenvironment that can promote exploratory learning and active processing ofinformation. Despite these exciting claims, there is still a dearth of theoreticallydrivenempirical studies providing support for or against these assumptions. Westill know very little about how interactive technologies actually influenceinformation use, learning and motivational processes.A popular view is that the communicative efficacy of interactivetechnologies is influenced more with their match with comprehension processesand individual differences than with the level of interactivity itself. This studywas designed to tease out the potential effects of different levels of interactivityon comprehension and to determine whether individual differences in need forcognition would moderate such effects. About 441 young adults (ages 18-26)from the University of Kentucky participated in a 2 by 2 factorial experimentdesigned to test the effects of two levels of interactivity and two levels of needfor cognition on the comprehension of a health website on skin cancer.Results showed a significant main effect for level of interactivity oncomprehension scores holding the covariates, time on task and reading style,constant. Those exposed to the high interactivity site had significantly highercomprehension scores than those exposed to the low interactivity site. Therewas, however, no significant main effect for need for cognition, neither was therea significant interaction effect between level of interactivity and need forcognition on comprehension scores. Implications of these results and suggestionsfor future research are also discussed

    Consumer PHIM Going Beyond Paper and Computer Anxiety

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    Personal health information management (PHIM) refers to an individual’s use of various tools (i.e., email, paper, sticky notes, calendars, health portals) to manage their healthcare information (Jones 2008). With advances in technology, it becomes even more imperative that the healthcare community understand the factors that may influence consumers’ intentions to use various PHIM tools to manage his/her healthcare information. The Theory of Planned Behavior (TPB) and constructs from the Technology Acceptance Model (TAM), and the Computer Anxiety Rating Scale (CARS) guide this investigation into how consumers might use patient health portals to manage their healthcare information

    The Men's Safer Sex (MenSS) trial: protocol for a pilot randomised controlled trial of an interactive digital intervention to increase condom use in men

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    Sexually transmitted infections (STI) are a major public health problem. Condoms provide effective protection but there are many barriers to use. Face-to-face health promotion interventions are resource-intensive and show mixed results. Interactive digital interventions may provide a suitable alternative, allowing private access to personally tailored behaviour change support. We have developed an interactive digital intervention (the Men's Safer Sex (MenSS) website) which aims to increase condom use in men. We describe the protocol for a pilot trial to assess the feasibility of a full-scale randomised controlled trial of the MenSS website in addition to usual sexual health clinical care

    Healthcare Game Design: Behavioral Modeling of Serious Gaming Design for Children with Chronic Diseases

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    This article introduces the design principles of serious games for chronic patients based on behavioral models. First, key features of the targeted chronic condition (Diabetes) are explained. Then, the role of psychological behavioral models in the management of chronic conditions is covered. After a short review of the existing health focused games, two recent health games that are developed based on behavioral models are overviewed in more detail. Furthermore, design principles and usability issues regarding the creation of these health games are discussed. Finally, the authors conclude that designing healthcare games based on behavioral models can increase the usability of the game in order to improve the effectiveness of the game’s desired healthcare outcomes

    The different roles of ‘design process champions’ for digital libraries in African higher education

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    The concept of design stakeholders is central to effective design of digital libraries. We report on research findings that identified the presence of a key subset of stakeholders which we term ‘design process champions’. Our findings have identified that these champions can change interaction patterns and the eventual output of the other stakeholders (project participants) in the design process of digital library projects. This empirical research is based upon 38 interviews with key stakeholders and a review of documentary evidence in ten innovative digital library design projects (e.g. mobile clinical libraries) located in three African universities in Kenya, Uganda and South Africa. Through a grounded theory approach two different types of the ‘design process champions’ emerged from the data with varying levels of effectiveness in the design process: (i) domain champions and (ii) multidisciplinary champions. The domain champions assume a ‘siloed’ approach of engagement while the multidisciplinary champions take on a participatory engagement throughout the design process. A discussion of the implications of information specialists functioning as domain champions is highlighted. We conclude by suggesting that the multidisciplinary champions’ approach is particularly useful in supporting sustainability of digital library design projects

    Using a personalized DVD to prescribe an exercise program to older people post-hip fracture enhances adherence to the exercises: A feasibility study

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    Optimum recovery from hip fracture has been linked to the provision of effective rehabilitation, but levels of adherence vary among older patients. In this feasibility study a novel personalized DVD was designed for four participants, which delivered a 5 week tailored home exercise program (HEP), with the participant being videoed completing their exercises. Treatment fidelity of the DVD HEP was evaluated, including participants' perceptions of and response to the DVD-HEP, which was explored using diaries and interviews and analyzed thematically. Secondary outcome measures including exercise adherence and self-efficacy for exercise were analyzed using descriptive statistics. Levels of adherence to the HEP were 1.2-3.5 times more than the minimum prescribed dose and participants demonstrated higher levels of self-efficacy for exercise. Adherence was found to be enhanced by physical improvement, positive self-reflection about engagement in the DVD-HEP, the format of the DVD, and increased self-efficacy. Personalized DVDs may be a feasible method of promoting adherence to home exercise programs among older patients

    The relation between media promotions and service volume for a statewide tobacco quitline and a web-based cessation program

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    <p>Abstract</p> <p>Background</p> <p>This observational study assessed the relation between mass media campaigns and service volume for a statewide tobacco cessation quitline and stand-alone web-based cessation program.</p> <p>Methods</p> <p>Multivariate regression analysis was used to identify how weekly calls to a cessation quitline and weekly registrations to a web-based cessation program are related to levels of broadcast media, media campaigns, and media types, controlling for the impact of external and earned media events.</p> <p>Results</p> <p>There was a positive relation between weekly broadcast targeted rating points and the number of weekly calls to a cessation quitline and the number of weekly registrations to a web-based cessation program. Additionally, print secondhand smoke ads and online cessation ads were positively related to weekly quitline calls. Television and radio cessation ads and radio smoke-free law ads were positively related to web program registration levels. There was a positive relation between the number of web registrations and the number of calls to the cessation quitline, with increases in registrations to the web in 1 week corresponding to increases in calls to the quitline in the subsequent week. Web program registration levels were more highly influenced by earned media and other external events than were quitline call volumes.</p> <p>Conclusion</p> <p>Overall, broadcast advertising had a greater impact on registrations for the web program than calls to the quitline. Furthermore, registrations for the web program influenced calls to the quitline. These two findings suggest the evolving roles of web-based cessation programs and Internet-use practices should be considered when creating cessation programs and media campaigns to promote them. Additionally, because different types of media and campaigns were positively associated with calls to the quitline and web registrations, developing mass media campaigns that offer a variety of messages and communicate through different types of media to motivate tobacco users to seek services appears important to reach tobacco users. Further research is needed to better understand the complexities and opportunities involved in simultaneous promotion of quitline and web-based cessation services.</p
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