Your browser doesn't support javascript.
loading
Mostrar: 20 | 50 | 100
Resultados 1 - 2 de 2
Filtrar
Más filtros

Banco de datos
País/Región como asunto
Tipo del documento
Asunto de la revista
País de afiliación
Intervalo de año de publicación
1.
J Am Pharm Assoc (2003) ; 60(6): 978-985, 2020.
Artículo en Inglés | MEDLINE | ID: mdl-32873511

RESUMEN

OBJECTIVES: This study explored adolescents' awareness about prescription opioid misuse, sources of medication information, and educational preferences. DESIGN: An online survey explored adolescents' understanding and perceptions of prescription opioids and opioid misuse and safety, medication information sources, and educational preferences. SETTING AND PARTICIPANTS: Eligible participants included students from 3 Wisconsin high schools who could speak and understand English. Participants were recruited through "backpack mail" and completed surveys online at school. OUTCOME MEASURS: Survey responses were compared across demographic information of the study participants. Binary response items were compared across demographic strata by Fisher exact tests, and Likert responses were analyzed by Kruskal-Wallis tests. RESULTS: A total of 190 students (53% female, 53% white, 32% Hispanic) were surveyed. Most (83.5%) considered using someone else's opioid medication to be misuse, 85.2% identified using opioids at a higher dose or frequency than prescribed as misuse, and 67.6% considered using an opioid prescription after its expiration date to be misuse. Approximately 90% of students perceived that opioid misuse causes some, quite a bit, or a great deal of harm to a person's physical and mental health and school ability. Many students were able to correctly identify examples and consequences of misuse, however 24.7% believed that flushing opioids down the drain was dangerous. The most common source for finding information about opioids was Google or other search engines (67.6%), followed by talking with parents (56.7%), talking with a doctor or nurse (54.9%), and online videos (42.3%). CONCLUSION: Adolescents have some opioid safety knowledge, but there is a clear opportunity to increase knowledge and understanding of risks. Adolescents could benefit from opioid safety education, particularly on safe storage and disposal, harms of misuse, and strategies for discouraging peer opioid misuse.


Asunto(s)
Trastornos Relacionados con Opioides , Mal Uso de Medicamentos de Venta con Receta , Adolescente , Analgésicos Opioides/efectos adversos , Femenino , Humanos , Masculino , Trastornos Relacionados con Opioides/tratamiento farmacológico , Trastornos Relacionados con Opioides/prevención & control , Estudiantes , Wisconsin
2.
JMIR Serious Games ; 8(2): e16096, 2020 Apr 29.
Artículo en Inglés | MEDLINE | ID: mdl-32347811

RESUMEN

BACKGROUND: The United States spends more than US $100 billion annually on the impact of medication misuse. Serious games are effective and innovative digital tools for educating patients about positive health behaviors. There are limited systematic reviews that examine the prevalence of serious games that incorporate medication use. OBJECTIVE: This systematic review aimed to identify (1) serious games intended to educate patients about medication adherence, education, and safety; (2) types of theoretical frameworks used to develop serious games for medication use; and (3) sampling frames for evaluating serious games on medication use. METHODS: PubMed, Scopus, and Web of Science databases were searched for literature about medication-based serious games for patients. Preferred Reporting Items for Systematic Reviews and Meta-Analyses (PRISMA) guidelines were followed for article selection. RESULTS: Using PRISMA guidelines, 953 publications and 749 unique titles were identified from PubMed, Scopus, and Web of Science. A total of 16 studies featuring 12 unique serious games were included with components of medication adherence, education, and safety, published from 2003 to 2019. Of the 12 games included, eight serious games were tested in adolescents, three games were tested in young adults, and one game was tested in adults. Most studies (n=11) used small sample sizes to test the usability of serious games. Theoretical frameworks identified in the 12 serious games included information, motivation, and behavior theory; social cognitive theory; precede-proceed model; middle-range theory of chronic illness; adult learning theory; experiential learning theory; and the theory of reasoned action. Existing reviews explore serious games focused on the management of specific disease states, such as HIV, diabetes, and asthma, and on the positive impact of serious game education in each respective disease state. Although other reviews target broad topics such as health care gamification and serious games to educate health care workers, no reviews focus solely on medication use. Serious games were mainly focused on improving adherence, whereas medication safety was not widely explored. Little is known about the efficacy and usability of medication-focused serious games often because of small and nonrepresentative sample sizes, which limit the generalizability of existing studies. CONCLUSIONS: Limited studies exist on serious games for health that incorporate medication use. The findings from these studies focus on developing and testing serious games that teach patients about medication use and safety. Many of these studies do not apply a theoretical framework in the design and assessment of these games. In the future, serious game effectiveness could be improved by increasing study sample size and diversity of study participants, so that the results are generalizable to broader populations. Serious games should describe the extent of theoretical framework incorporated into game design and evaluate success by testing the player's retention of learning objectives.

SELECCIÓN DE REFERENCIAS
DETALLE DE LA BÚSQUEDA