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博士論文
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DOI[info:doi/10.1186/s12885-022-09359-w]のデータに遷移します
A pilot study of game‑based learning programs for childhood cancer survivors
- 国立国会図書館永続的識別子
- info:ndljp/pid/12361045
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- application/pdfBackground: Childhood cancer survivors lacking awareness on their potential risks of late effects often fail to seek adequate follow-up...
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デジタル
- 資料種別
- 博士論文
- 著者・編者
- Masumoto, Daisuke
- 出版事項
- 出版年月日等
- 2022-07-20
- 出版年(W3CDTF)
- 2022-07-20
- 授与機関名
- 三重大学
- 授与年月日
- 2022-07-20
- 授与年月日(W3CDTF)
- 2022-07-20
- 報告番号
- 乙医学第1075号
- 学位
- 博士(医学)
- 博論授与番号
- 乙医学第1075号
- 本文の言語コード
- eng
- 著者別名
- 対象利用者
- 一般
- 一般注記
- application/pdfBackground: Childhood cancer survivors lacking awareness on their potential risks of late effects often fail to seek adequate follow-up care. Patient education matching their preference is of great importance to improve their adherence to survivorship care. In this study, we developed two age-dependent game-based learning programs, which enable continuous approaches for childhood cancer survivors along their intellectual maturation. Then, we assessed the effectiveness of the programs.Methods: Childhood cancer survivors over 10 years of age who regularly visited a long-term follow-up clinic were enrolled in this study. They were requested to play either of two different types of game tools, one for school children and another for adolescents and young adults, for one month at home. To evaluate the educational effects of the programs, they were examined for health management awareness, self-esteem, and knowledge on cancer-related late effects before and after the intervention with age-based questionnaires and knowledge tests.Results: Among 83 participants, 49 (59.0%) completed the assessments over the period of 12 months. The health management awareness and knowledge levels increased significantly at 1-month after the intervention as compared to the baseline in both school children and adolescents/young adults (for health management awareness, p = 0.011 in elementary school children; p = 0.007 in junior high school children; p < 0.001 in adolescents/young adults; for knowledge levels, p < 0.001 in school children; p < 0.001 in adolescents/young adults). The effect was maintained for 12 months in school children while it decreased in adolescents and young adults with time. Self-esteem significantly increased at 1-month (p = 0.002 in school children; p = 0.020 in adolescents/young adults) and was maintained for12 months in both age groups.Conclusion: The game-based learning programs enhanced health locus of control and self-esteem in childhood cancer survivors. The game-based learning programs could be applied effectively to survivorship care as a new modality of patient education.本文/Department of Medical Education, Mie University Graduate School of Medicine, 2‑174 Edobashi, Tsu, Mie 514‑8507, Japan10p
- DOI
- info:doi/10.1186/s12885-022-09359-w
- 国立国会図書館永続的識別子
- info:ndljp/pid/12361045
- コレクション(共通)
- コレクション(障害者向け資料:レベル1)
- コレクション(個別)
- 国立国会図書館デジタルコレクション > デジタル化資料 > 博士論文
- 収集根拠
- 博士論文(自動収集)
- 受理日(W3CDTF)
- 2022-11-07T16:56:35+09:00
- 作成日(W3CDTF)
- 2022-10-24
- 記録形式(IMT)
- PDF
- オンライン閲覧公開範囲
- 国立国会図書館内限定公開
- デジタル化資料送信
- 図書館・個人送信対象外
- 遠隔複写可否(NDL)
- 可
- 連携機関・データベース
- 国立国会図書館 : 国立国会図書館デジタルコレクション