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Two studies were conducted to test a model to predict healthy lifestyle behaviors, physical activity, and body mass index (BMI) in Taiwanese adolescents by assessing their physical activity and nutrition knowledge, healthy lifestyle beliefs, and perceived difficulty in performing healthy lifestyle behaviors. The study drew upon cognitive behavioral theory to

Two studies were conducted to test a model to predict healthy lifestyle behaviors, physical activity, and body mass index (BMI) in Taiwanese adolescents by assessing their physical activity and nutrition knowledge, healthy lifestyle beliefs, and perceived difficulty in performing healthy lifestyle behaviors. The study drew upon cognitive behavioral theory to develop this study. The pilot study aimed to test and evaluate psychometric properties of eight Chinese-version scales. The total sample for the pilot study included 186 participants from two middle schools in Taiwan. The mean age was 13.19 for boys and 13.79 for girls. Most scales including Beck Youth Inventory self-concept, Beck Youth Inventory depression, Beck Youth Inventory anxiety, healthy lifestyle beliefs, perceived difficulty, and healthy lifestyle behaviors scales Cronbach alpha were above .90. The Cronbach alpha for the nutrition knowledge and the activity knowledge scale were .86 and .70, respectively. For the primary study, descriptive statistics were used to describe sample characteristics, and path analysis was used to test a model predicting BMI in Taiwanese adolescents. The total sample included 453 participants from two middle schools in Taiwan. The mean age of sample was 13.42 years; 47.5% (n = 215) were males. The mean BMI was 21.83 for boys and 19.84 for girls. The BMI for both boys and girls was within normal range. For path analysis, the chi-square was 426.82 (df = 22, p < .01). The CFI of .62 and the RMSEA of .20 suggested that the model had less than an adequate fit (Hu & Bentler, 1999). For alternative model, dropping the variable of gender from the model, the results indicated that it in fact was an adequate fit to the data (chi-square (23, 453) =33.75, p> .05; CFI= .98; RMSEA= .03). As expected, the results suggested that adolescents who reported higher healthy lifestyle beliefs had more healthy lifestyle behaviors. Furthermore, adolescents who perceived more difficulty in performing healthy lifestyle behaviors engaged in fewer healthy lifestyle behaviors and less physical activity. The findings suggested that adolescents' higher healthy lifestyle beliefs were positively associated with their healthy lifestyle behaviors.
ContributorsChan, Shu-Min (Author) / Melnyk, Bernadette Mazurek (Thesis advisor) / Belyea, Michael (Thesis advisor) / Chen, Angela Chia-Chen (Committee member) / Dodgson, Joan (Committee member) / Arizona State University (Publisher)
Created2012
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Overview: Transition from the pediatric to adult care setting for 'emerging adults' (ages 18- 26) continues to develop as a growing concern in health care. The Adolescent Transition Program teaches chronically ill 'emerging adults' disease self-management skills while promoting a healthy lifestyle. Transferring this knowledge is vital for successful health

Overview: Transition from the pediatric to adult care setting for 'emerging adults' (ages 18- 26) continues to develop as a growing concern in health care. The Adolescent Transition Program teaches chronically ill 'emerging adults' disease self-management skills while promoting a healthy lifestyle. Transferring this knowledge is vital for successful health care outcomes. Unfortunately, patients who have been transferred to the adult care setting, report that they felt lost in the system due to lack of communication between care teams, inadequate support systems, and insufficient disease management knowledge. To address these gaps, the design of the physical environment must adapt to these challenges while also meeting the needs of various chronic illnesses. Methodology: Design thinking or human-centered design was utilized as the vehicle to discover unmet 'emerging adult' and adolescent health clinician needs. Ethnographic research methods involved observations at adolescent health clinics and in learning environments outside of the healthcare setting as well as interviews with 5 outpatient adolescent clinicians. A survey was also conducted with 16 'emerging adults' to understand how they learn. Lastly, a literature review explored the history of the adolescent, adolescent development, adolescence and chronic illness, and The Adolescent Transition Program. Results: Findings revealed that physical environment must be conducive to meet a variety of clinical and education activities such as chronic disease management, support adolescent development, and should be more human-centered. The space should transform to the patient education or clinical activity rather than the activity transforming to the space. Five design recommendations were suggested to ensure that the outpatient clinic supported both clinician and 'emerging adults' needs.
ContributorsAlmon, Natalie (Author) / Bernardi, Jose (Thesis advisor) / Takamura, John (Committee member) / Damgaard, Anni (Committee member) / Arizona State University (Publisher)
Created2014
Description
Significance Background: Human papilloma virus (HPV) is the most common sexually transmitted infection, affecting 79 million Americans today and an additional 14 million Americans becoming infected with HPV each year. HPV infection may lead to the development of genital warts and several types of cancers including both cervical and oropharyngeal

Significance Background: Human papilloma virus (HPV) is the most common sexually transmitted infection, affecting 79 million Americans today and an additional 14 million Americans becoming infected with HPV each year. HPV infection may lead to the development of genital warts and several types of cancers including both cervical and oropharyngeal cancers. The promotion of currently available HPV vaccines is important to prevent HPV transmission and reduce the prevalence of the comorbidities associated with infection. Promotion to Vietnamese-Americans in particular is important because of the increased rates of cervical cancers seen in this population. As Vietnamese-American mothers often act as the primary healthcare decision maker for their children, they were chosen as the target population for this intervention. Purpose: This study aims to (1) develop personal digital stories about HPV and HPV vaccination among Vietnamese women with adolescent children who are vaccinated against HPV; and (2) share these stories with a group of Vietnamese American mothers and assess the effect of the stories in changing the attitudes, beliefs, and intention to vaccinate for HPV. Methods: This study used a two-step process to design, implement, and evaluate digital stories to improve Vietnamese mothers' attitudes, beliefs, and intention to vaccinate their adolescent children against HPV. The first step was a formative research design to develop the digital stories. The second step was quasi-experimental with a pre and posttest design to evaluate the effect of the stories. Results: The first phase has produced two digital stories which will be screened recruitment has been completed for phase two. Content analysis showed the importance of community resources, the desire to protect children, a history of familial and/or personal cancer, concerns about side effects, and the influence of healthcare providers as themes in both stories. Recruitment efforts are underway to recruit eligible Vietnamese mothers to assess the effect of these stories. Data collection is ongoing. Conclusions and lessons learned: The project has yielded two digital stories and recruitment for phase two is underway. This project has been successful in obtaining IRB approval, recruiting phase one participants, holding a digital storytelling workshop, designing the phase two survey, and beginning data collection efforts. The phase two recruitment has been challenging and will necessitate a change in strategy to find participants.
Created2017-05
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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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Description
2019 coronavirus disease (COVID-19) remains a pressing health concern, especially with lagging youth vaccination rates despite its evident benefits. Given the significant role of vaccination in safeguarding individual and community health, this dissertation sought to explore how the use of serious games may offer hope for addressing the COVID-19 vaccine

2019 coronavirus disease (COVID-19) remains a pressing health concern, especially with lagging youth vaccination rates despite its evident benefits. Given the significant role of vaccination in safeguarding individual and community health, this dissertation sought to explore how the use of serious games may offer hope for addressing the COVID-19 vaccine coverage gap among youths. This dissertation collected, appraised, and synthesized existing evidence on serious game-based vaccination interventions, finding increased youths’ vaccine knowledge but limited effectiveness in boosting their vaccination intentions and uptake. Using serious game in youth health education considered key attributes including gamification, game mechanics, educational, health-related content, and objective, tailored for youth and adaptability, real life relevance, engagement, interactivity, safe environment, feedback, and assessment. Stemming from technological advances and interdisciplinary collaborations, these games provided experiences that resonated with diverse populations. Outcomes from such educational games have shown improved health knowledge, attitudes, and behaviors, improved self-efficacy and reduced health disparities. The dissertation also presented a pilot study randomization control trial (RCT) on a COVID- 19 game-based intervention (vs. usual care) targeting unvaccinated youth, showing its feasibility, acceptability and positive influence on vaccine knowledge, vaccination intention and uptake. Partnering with key stakeholders and adapting game designs for ongoing relevance could contribute to intervention effectiveness in promoting youth vaccination, catering to diverse needs and preferences.
ContributorsOu, Lihong (Author) / Reifsnider, Elizabeth (Thesis advisor) / Chen, Angela Chia-Chen (Committee member) / Todd, Michael (Committee member) / Amresh, Ashish (Committee member) / Mun, Chung Jung (Committee member) / Arizona State University (Publisher)
Created2023