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Background: Mobile health (mHealth) apps are becoming a promising tool to motivate sustainable lifestyle and behavior changes, including modifications to diet and exercise. However, most current mHealth apps do not have meaningful, and sustained user acceptance, particularly, among adolescents. They perceive mHealth apps designed for adults to be tedious and visually unexciting, which discourage adolescent usage. Researchers and adolescent mHealth app developers would benefit from a foundational understanding of which functions and features adolescents feel would most motivate app use. Capturing caregivers' and health care providers' inputs are also important as both groups play an integral role in adolescent health care decision-making. The purpose of the study is to explore and analyze mHealth app features identified by adolescents, caregivers, and health care providers that have the potential to inspire continued use, thereby resulting in sustained health behavior changes in adolescents. Methods: We used inductive thematic analysis of qualitative data obtained from semi-structured focus groups conducted via Zoom©. Important features of mHealth apps that encourage adoption and continued use were explored with 25 participants, including adolescents, their caregivers, and health care providers. Results: Common features facilitating continual usage of mHealth apps that were identified as significant by participating adolescents, their caregivers and health care providers were: look and feel of the app, customization, educational information/recommendations, and integration with electronic health record. Features such as gamification and social interaction that are usually lacking in current adolescent mHealth apps were well recognized as meaningful for motivational purposes. Conclusions: The findings suggest that adolescents and caregivers identify an app as valuable when it is user-friendly and intuitive and appreciate features that are motivating and can engage users in positive behaviors. Health care providers prefer mHealth apps that are user-friendly and can be effectively integrated into the cycle of care, thereby enabling delivery of efficient and value-based health care. Thus, mHealth app designs that are informed by health care providers' clinical experience and needs, in combination with app features that are desired and supported by both adolescents and their caregivers, have the potential to motivate widespread adoption and long-term use, which could result in improved health behaviors and outcomes among adolescents.
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Background: Adolescent obesity remains a significant public health issue within the United States. Mobile application technology growth and popularity offer new opportunities for research and health improvement. The development of a consolidated mobile health application (mHealth app) for adolescents on these platforms has the potential to improve health outcomes. Thus, this study describes the co-development process working with adolescent users. The aims are as follows: (I) to explore the visual design and functional requirements when developing the CommitFit mHealth app, (II) to uncover the gamification techniques that incentivize adolescents to set and achieve healthy lifestyle goals, and (III) to identify adolescent expectations when using the CommitFit mHealth application. Methods: In this mixed method study, we used semi-structured interviews/task analysis and surveys of adolescents (aged 13 to 15 years) to understand their user requirements and design preferences during the development of the CommitFit mHealth app. Interviews were conducted online, via Zoom. The survey included the user design industry-standard System Usability Scale (SUS) paired with a supplemental questionnaire on the specific features and functionalities of the CommitFit mHealth app. Participants were recruited from the electronic health record from the University of Missouri Healthcare system. Results: Ten adolescents, aged 13 to 15 years (average of 13.6 years), were interviewed and surveyed to explore adolescent preferences with visual app design and functionality. Our inductive thematic analysis found that adolescents preferred colorful, user-friendly interfaces paired with gamification in the CommitFit mHealth app. Our analysis of SUS survey data validated our user-centered and human-system design and adolescents confirmed their design, feature, and functionality preferences. Overall, adolescent users were able to confirm their preference to have educational resources, goal recommendations, leaderboard, points, reminders, and an avatar in the app. Conclusions: Adolescent feedback is crucial in the successful development of our adolescent-targeted mHealth app, CommitFit. Adolescents preferred vibrant colors, easy-to-use interface, gamification, customizable and personalized, and mature graphics. Adolescents were especially motivated by gamification techniques to maintain their interest in the application and their health behavior goals. Additional research is now needed to explore the clinical effectiveness of the CommitFit mHealth app, as a health and lifestyle intervention.
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Context: Adolescent obesity remains a significant public health issue within the United States. Application (app) technology growth and popularity offer new opportunities for research and health improvement. The development of a consolidated mobile health application (mHealth app) for adolescents on these platforms has the potential to improve health outcomes. Most mHealth apps for adolescents, particularly those in the commercial arena, are scaled-down from an adult-targeted app and lack relevant stakeholder feedback. Objectives: To identify adolescent expectations when using an mHealth application and understand visual user-interface needs, and to develop an intuitive and engaging user-interface, we aim to describe the design and functional user requirements for mHealth app. We aim to inform future researchers and app developers about adolescent needs and preferences, as identified by adolescent stakeholders. Study Design: In this mixed method study, we used surveys and interviews/task analysis of adolescents to understand their user requirements and design preferences during the development of a healthy lifestyle app (CommitFit). The survey included the user design industry-standard System Usability Scale (SUS) paired with supplemental questionnaire on the specific features and functionalities of the CommitFit mHealth app. Population Studied: Adolescents ranged from the ages of 13 to 15 years of age, with an average age of 13.6 years old. Results: Ten adolescents were interviewed and surveyed (adapted SUS and supplemental questionnaire) to explore adolescent preferences with visual app design and functionality. Our qualitative results showed that adolescents preferred colorful, user-friendly interfaces paired with gamification to use an mHealth app. Our analysis of SUS survey data validated our user-centered and human-system design and adolescents confirmed their design, feature, and functionality preferences. Adolescent users found CommitFit to be easy to use and provided guidance for visual design needs and preferences. Outcomes: Adolescent stakeholder feedback is crucial in the successful development of an adolescent-targeted mHealth app. Adolescents prefer vibrant colors, modern, easy-to-use interface, gamification and rewards, customizable and personalized, simple, and mature graphics. Adolescents were especially motivated by gamification techniques in maintaining their interest in the application and their health behavior goals.
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Aplicaciones Móviles , Obesidad Infantil , Adulto , Humanos , Adolescente , Conductas Relacionadas con la Salud , Salud PúblicaRESUMEN
BACKGROUND AND OBJECTIVES: During the COVID-19 pandemic, medical schools and residencies have utilized electronic learning (e-learning). Factors such as internet access, age, degree of introversion/extroversion, and propensity to adopt new technologies impact attitudes toward e-learning. This study investigates family medicine educators' satisfaction, effectiveness, and feasibility perceptions of e-learning, characterizes demographic factors impacting attitudes, and identifies which aspects of e-learning are important to educators. METHODS: In fall 2020, a cross-sectional survey via the 2020 Council of Academic Family Medicine's (CAFM) Educational Research Alliance (CERA) general membership survey was conducted. Members of CAFM-affiliated associations were invited by email to participate. RESULTS: The response rate for the survey was 20.1% (n=862). Of the respondents, 40.4% (n=311) reported satisfaction with e-learning, 47.8% (n=368) found e-learning feasible, and 24.2% (n=186) reported e-learning met their educational goals. No differences were found in satisfaction, feasibility, or effectiveness scores according to generation, introvert/extrovert status, or technology adopter status. Interactive capabilities were the most important factor for e-learning satisfaction (55.9%) and effectiveness (62.0%). Sufficient time was the most frequently selected factor for ease of adoption. Baby Boomer respondents reported platforms not user-friendly, insufficient prior experience as the greatest obstacle more frequently than other generations, and insufficient time less frequently than other generations. Otherwise, rankings of e-learning factors were similar among groups. CONCLUSIONS: Satisfaction with and perceived feasibility and effectiveness of e-learning varies among family medicine educators. No differences were found in satisfaction, feasibility, or effectiveness scores according to generation, introvert/extrovert status, or technology adopter status. Respondents consistently ranked interactive capabilities most important for e-learning satisfaction and effectiveness. More research is needed to compare student and learner perspectives regarding e-learning.
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COVID-19 , Instrucción por Computador , Estudios Transversales , Humanos , Aprendizaje , PandemiasRESUMEN
Higher education is moving to offer more fully online programs, and the health science fields are no different. These programs are either hybrid or completely online. It is up to the health sciences librarian to adapt services offered by the academic library to these types of courses. This column discusses the multiple ways a librarian can be an embedded librarian in a course using a learning management system (LMS). The process of creating a customized embedded librarian program, results, and lessons learned from the different embedded librarian roles are also discussed.
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Curriculum , Internet , Bibliotecólogos , Bibliotecas Médicas , Rol Profesional , Conducta Cooperativa , Kansas , Estudios de Casos OrganizacionalesRESUMEN
Traditional methods of achieving anchorage for orthodontic treatment are dependant on the presence of a sufficient number of teeth with adequate root support. With the success and predictability of osseo-integration, dental implants are being used frequently to obtain absolute anchorage. This case report illustrates the successful use of implants with a combined orthodontic-restorative approach to obtain anchorage in a partially dentate patient to correct a transverse cross-bite (scissor bite) relationship. The implants were subsequently restored to replace missing posterior teeth. The importance of a multi-disciplinary approach to planning and close liaison between the orthodontist, surgeon and restorative dentist during the treatment phase are discussed.