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For those living lives devoted to taking care of others, it can be difficult to remember to take care of themselves. This thesis project is a review of quantitative and qualitative literature pertaining to self-care for the caregivers of Alzheimer's and dementia patients. Three nursing diagnoses and related nursing interventions

For those living lives devoted to taking care of others, it can be difficult to remember to take care of themselves. This thesis project is a review of quantitative and qualitative literature pertaining to self-care for the caregivers of Alzheimer's and dementia patients. Three nursing diagnoses and related nursing interventions were created using data from the evidence-based literature. With the proper knowledge and assistance, caregivers can better prepare for the future and participate in health-promoting self-care activities which may improve their quality of life.

ContributorsSchmidt, Anna Claire (Author) / Fries, Kathleen (Thesis director) / Barnum, Leslie (Committee member) / Edson College of Nursing and Health Innovation (Contributor) / Watts College of Public Service & Community Solut (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
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Purpose: This qualitative research aimed to create a developmentally and gender-appropriate game-based intervention to promote Human Papillomavirus (HPV) vaccination in adolescents. <br/>Background: Ranking as the most common sexually transmitted infection, about 80 million Americans are currently infected by HPV, and it continues to increase with an estimated 14 million new

Purpose: This qualitative research aimed to create a developmentally and gender-appropriate game-based intervention to promote Human Papillomavirus (HPV) vaccination in adolescents. <br/>Background: Ranking as the most common sexually transmitted infection, about 80 million Americans are currently infected by HPV, and it continues to increase with an estimated 14 million new cases yearly. Certain types of HPV have been significantly associated with cervical, vaginal, and vulvar cancers in women; penile cancers in men; and oropharyngeal and anal cancers in both men and women. Despite HPV vaccination being one of the most effective methods in preventing HPV-associated cancers, vaccination rates remain suboptimal in adolescents. Game-based intervention, a novel medium that is popular with adolescents, has been shown to be effective in promoting health behaviors. <br/>Methods: Sample/Sampling. We used purposeful sampling to recruit eight adolescent-parent dyads (N = 16) which represented both sexes (4 boys, 4 girls) and different racial/ethnic groups (White, Black, Latino, Asian American) in the United States. The inclusion criteria for the dyads were: (1) a child aged 11-14 years and his/her parent, and (2) ability to speak, read, write, and understand English. Procedure. After eligible families consented to their participation, semi-structured interviews (each 60-90 minutes long) were conducted with each adolescent-parent dyad in a quiet and private room. Each dyad received $50 to acknowledge their time and effort. Measure. The interview questions consisted of two parts: (a) those related to game design, functioning, and feasibility of implementation; (b) those related to theoretical constructs of the Health Belief Model (HBM) and the Theory of Planned Behavior (TPB). Data analysis. The interviews were audio-recorded with permission and manually transcribed into textual data. Two researchers confirmed the verbatim transcription. We use pre-developed codes to identify each participant’s responses and organize data and develop themes based on the HBM and TPB constructs. After the analysis was completed, three researchers in the team reviewed the results and discussed the discrepancies until a consensus is reached.<br/>Results: The findings suggested that the most common motivating factors for adolescents’ HPV vaccination were its effectiveness, benefits, convenience, affordable cost, reminders via text, and recommendation by a health care provider. Regarding the content included in the HPV game, participants suggested including information about who and when should receive the vaccine, what is HPV and the vaccination, what are the consequences if infected, the side effects of the vaccine, and where to receive the vaccine. The preferred game design elements were: 15 minutes long, stories about fighting or action, option to choose characters/avatars, motivating factors (i.e., rewards such as allowing users to advance levels and receive coins when correctly answering questions), use of a portable electronic device (e.g., tablet) to deliver the education. Participants were open to multiplayer function which assists in a facilitated conversation about HPV and the HPV vaccine. Overall, the participants concluded enthusiasm for an interactive yet engaging game-based intervention to learn about the HPV vaccine with the goal to increase HPV vaccination in adolescents. <br/>Implications: Tailored educational games have the potential to decrease the stigma of HPV and HPV vaccination, increasing communication between the adolescent, parent, and healthcare provider, as well as increase the overall HPV vaccination rate.

ContributorsBeaman, Abigail Marie (Author) / Chen, Angela Chia-Chen (Thesis director) / Amresh, Ashish (Committee member) / Edson College of Nursing and Health Innovation (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
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Changing Caregivers Attitudes toward dementia study was conducted to assess changes in attitudes of formal caregivers caring for persons with dementia in a palliative care setting. An eight-minute virtual experience activity was delivered to 40 para-professional caregivers of those diagnosed with mild, moderate or severe dementia. The virtual experience consisting

Changing Caregivers Attitudes toward dementia study was conducted to assess changes in attitudes of formal caregivers caring for persons with dementia in a palliative care setting. An eight-minute virtual experience activity was delivered to 40 para-professional caregivers of those diagnosed with mild, moderate or severe dementia. The virtual experience consisting of a set of instructions, headphones and different materials, is a quick, effective and efficient way to mimic having some of the stressors those living with Alzheimer's, or other types of dementia, may experience in their day-to-day lives. The purpose of this study was to analyze the effect on caregivers’ emotions and attitudes toward dementia, before and after the virtual experience using a qualitative approach. It is hypothesized that the intervention will educate and instill empathy in the caregivers, overall, improving the delivery of their care in the future. Participants were asked open ended questions before and after the intervention using the virtual experience and four themes emerged: (1) Being more patient, (2) Slowing down, (3) Empathy and (4) Being positive. The findings suggest further education about the disease process is needed to help caregivers understand the actions of dementia related behaviors. Also, education about different strategies to handle some negative behaviors associated with Alzheimer’s or other types of dementia can be done to improve the situation. Overall, the findings showed an increase in empathy and positive words or phrases from the participants, suggesting the simulation experience was an applicable and ethical intervention.
ContributorsPfohl, Marin Elizabeth (Co-author) / Latini, Abigail (Co-author) / Hamilton, Gillian (Thesis director) / Gallagher, Maribeth (Committee member) / Uriri-Glover, Johannah (Committee member) / Edson College of Nursing and Health Innovation (Contributor) / Barrett, The Honors College (Contributor)
Created2020-05
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Description
Changing Caregivers Attitudes toward dementia study was conducted to assess changes in attitudes of formal caregivers caring for persons with dementia in a palliative care setting. An eight-minute virtual experience activity was delivered to 40 para-professional caregivers of those diagnosed with mild, moderate or severe dementia. The virtual experience consisting

Changing Caregivers Attitudes toward dementia study was conducted to assess changes in attitudes of formal caregivers caring for persons with dementia in a palliative care setting. An eight-minute virtual experience activity was delivered to 40 para-professional caregivers of those diagnosed with mild, moderate or severe dementia. The virtual experience consisting of a set of instructions, headphones and different materials, is a quick, effective and efficient way to mimic having some of the stressors those living with Alzheimer's, or other types of dementia, may experience in their day-to-day lives. The purpose of this study was to analyze the effect on caregivers’ emotions and attitudes toward dementia, before and after the virtual experience using a qualitative approach. It is hypothesized that the intervention will educate and instill empathy in the caregivers, overall, improving the delivery of their care in the future. Participants were asked open ended questions before and after the intervention using the virtual experience and four themes emerged: (1) Being more patient, (2) Slowing down, (3) Empathy and (4) Being positive. The findings suggest further education about the disease process is needed to help caregivers understand the actions of dementia related behaviors. Also, education about different strategies to handle some negative behaviors associated with Alzheimer’s or other types of dementia can be done to improve the situation. Overall, the findings showed an increase in empathy and positive words or phrases from the participants, suggesting the simulation experience was an applicable and ethical intervention.
ContributorsLatini, Abigail Louise (Co-author) / Pfohl, Marin (Co-author) / Hamilton, Gillian (Thesis director) / Gallagher, Maribeth (Committee member) / Uriri-Glover, Johannah (Committee member) / Edson College of Nursing and Health Innovation (Contributor) / Barrett, The Honors College (Contributor)
Created2020-05