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phat 22(30): e4

Research Article

Increasing motivation for cancer treatment adherence in children through a mobile educational game: a pilot study

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  • @ARTICLE{10.4108/eai.15-2-2022.173453,
        author={Carmen Chai Wang Er and Lau Bee Theng and Mark Tee Kit Tsun and Abdullah Al Mahmud},
        title={Increasing motivation for cancer treatment adherence in children through a mobile educational game: a pilot study},
        journal={EAI Endorsed Transactions on Pervasive Health and Technology},
        volume={8},
        number={30},
        publisher={EAI},
        journal_a={PHAT},
        year={2022},
        month={2},
        keywords={childhood cancer, e-learning, mobile application, serious game, treatment adherence, virtual pet},
        doi={10.4108/eai.15-2-2022.173453}
    }
    
  • Carmen Chai Wang Er
    Lau Bee Theng
    Mark Tee Kit Tsun
    Abdullah Al Mahmud
    Year: 2022
    Increasing motivation for cancer treatment adherence in children through a mobile educational game: a pilot study
    PHAT
    EAI
    DOI: 10.4108/eai.15-2-2022.173453
Carmen Chai Wang Er1,*, Lau Bee Theng1, Mark Tee Kit Tsun1, Abdullah Al Mahmud2
  • 1: Swinburne University of Technology - Sarawak Campus, Kuching, Sarawak, Malaysia
  • 2: Swinburne University of Technology, Melbourne, Victoria, Australia
*Contact email: cchai@swinburne.edu.my

Abstract

INTRODUCTION: It is crucial to educate childhood cancer patients (CCPs) about their illness and motivate them for cancer treatment and treatment side-effects management.

OBJECTIVES: This paper describes the design, development and pilot evaluation of the proposed serious game intervention with CCPs in Malaysia.

METHODS: A single-centre, single-arm intervention was conducted with CCPs (n=8). Surveys were done pre-test and post-test.

RESULTS: The Protection Motivation Theory was used to measure the participants' motivation. Self-reported surveys with CCPs and caregiver dyads showed a significant increase in participants’ intention to use cancer treatment. Although the increase in the intention to use daily self-care and cancer knowledge survey scores was not substantial, the post-test caregivers' feedback revealed that the game was beneficial for their children.

CONCLUSION: Early results of the study have shown the intervention’s potential to boost the knowledge and motivations of CCPs.

Keywords
childhood cancer, e-learning, mobile application, serious game, treatment adherence, virtual pet
Received
2022-01-05
Accepted
2022-02-09
Published
2022-02-15
Publisher
EAI
http://dx.doi.org/10.4108/eai.15-2-2022.173453

Copyright © 2022 Carmen Chai Wang Er et al., licensed to EAI. This is an open access article distributed under the terms of the Creative Commons Attribution license, which permits unlimited use, distribution and reproduction in any medium so long as the original work is properly cited.

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