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作 者:陈利平 王平 桂风娇 林琴[1] 陈海燕[1] 刘晓琴 吴利平[3] CHEN Liping;WANG Ping;GUI Fengjiao;LIN Qin;CHEN Haiyan;LIU Xiaoqin;WU Liping(Department of Endocrinology,Affiliated Children’s Hospital of Chongqing Medical University/National Clinical Medical Research Center for Child Health and Disease/Key Laboratory of Child Developmental Diseases,Ministry of Education/Chongqing Key Laboratory of Pediatrics,Chongqing 400014,China;School of Digital Art,Chongqing Institute of Technology,Chongqing 400056,China;Department of Nursing,Affiliated Children’s Hospital of Chongqing Medical University,Chongqing 400014,China)
机构地区:[1]重庆医科大学附属儿童医院内分泌科/国家儿童健康与疾病临床医学研究中心/儿童发育疾病研究教育部重点实验室/儿科学重庆市重点实验室,400014 [2]重庆工程学院数字艺术学院,400056 [3]重庆医科大学附属儿童医院护理部,400014
出 处:《重庆医学》2022年第24期4191-4196,共6页Chongqing medicine
基 金:重庆市科学技术局自然科学基金项目(CSTB2022NSCQ-MSX0131);重庆医科大学未来医学创新团队支持计划(W0028)。
摘 要:目的调研1型糖尿病(T1DM)患儿游戏偏好、知识需求、认知及使用意愿,为升级儿童糖尿病健康管理游戏提供参考依据。方法2020年9月至2021年3月采用自设问卷对204例T1DM患儿进行调查,共回收有效问卷199份。使用SPSS23.0统计软件进行数据分析。结果199例患儿中知晓糖尿病健康管理游戏软件(HMGS)仅22例(11.1%),愿意通过糖尿病HMGS学习疾病管理知识144例(72.4%),发生过酮症酸中毒、照顾者大专及以上文化程度、愿意学习糖尿病HMGS使用意愿更强,差异均有统计学意义(P<0.05);患儿知识需求前3位依次为饮食管理[86.4%(172/199)]、并发症管理[69.8%(139/199)]、用药管理[67.8%(135/199)];最受喜爱的知识呈现方式为动画视频[75.4%(150/199)]。结论T1DM患儿糖尿病HMGS游戏使用意愿较高,知晓率较低,但总体态度较积极,其游戏偏好和需求可为升级游戏提供参考依据。Objective To investigate the game preferences,knowledge needs,perceptions and willingness in children with type 1 diabetes mellitus(T1DM)to provide a reference basis for upgrading health management games for child diabetes.Methods The self-designed questionnaire was used to investigate 204 children with T1DM from September 2020 to March 2021,and 199 effective questionnaires were recovered.The data analysis was performed by using SPSS23.0.Results Among 199 children cases,there were only 22 cases(11.1%)for knowing the diabetes healthcare game;144 cases(72.4%)were willing to learn the disease management knowledge through healthcare management game.Those suffering from ketoacidosis,the caregivers with the college education or above and those willing to learn the diabetes management knowledge had strong willing to use games(P<0.05).The top three of knowledge requirements for children patients were the diet management[86.4%(172/199)],complication management[69.8%(139/199)]and medication management[67.8%(135/139)];the most popular way to present knowledge was the animated video(75.4%).Conclusion The game usage rate of children with T1DM is high,the awareness rate of diabetes health management game is low,but the overall attitude is positive,and their game preferences and needs could provide a reference for upgrading games.
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