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請用此 Handle URI 來引用此文件: http://tdr.lib.ntu.edu.tw/jspui/handle/123456789/95088
完整後設資料紀錄
DC 欄位值語言
dc.contributor.advisor張榮珍zh_TW
dc.contributor.advisorJung-Chen Changen
dc.contributor.author林欣誼zh_TW
dc.contributor.authorXin-Yi Linen
dc.date.accessioned2024-08-28T16:12:18Z-
dc.date.available2024-08-29-
dc.date.copyright2024-08-28-
dc.date.issued2024-
dc.date.submitted2024-07-23-
dc.identifier.citation英文文獻
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中文文獻
張黎露、朱家瑜、姜紹青、許麗珠、黃國埕、周文珊、張美娟、侯秀香(2015)‧標靶治療藥品之皮膚毒性預防及照護指引‧腫瘤護理雜誌,15,47-80. https://doi.org/10.3966/168395442015121503005
衛生福利部國民健康署(2022,12 月)‧中華民國 109 年癌症登記報告。https://www.hpa.gov.tw/File/Attach/16434/File_21196.pdf
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dc.identifier.urihttp://tdr.lib.ntu.edu.tw/jspui/handle/123456789/95088-
dc.description.abstract背景:病人服用表皮生長因子受體(Epidermal growth factor receptor; EGFR)標靶藥物時常出現皮膚藥物不良反應(Cutaneous Adverse Drug Reactions,CADR),缺乏皮膚照護知識可能使 CADR 加重,導致癌症患者預後與生活品質惡化。近年來遊戲化電子醫療照護被發現可提升民眾健康促進行為,卻較少研究探討遊戲衛教應用於提升癌症患者皮膚自我照護的效果。
目的:探討行動衛教程式(mobile application,APP)結合遊戲化教學,是否能提升服用 EGFR 標靶藥物病人對 CADR 的自我照護知識、技能與學習動機之成效。
研究方法:採隨機分派雙組前後測設計,2024 年 2 月至 5 月於北部某醫學中心腫瘤醫學部與皮膚部收案。邀請服用 EGFR 標靶藥物之病人,使用研究者設計之APP 進行為期 4 週的介入,實驗組接受遊戲衛教,對照組則僅接受文字衛教。分別在 Day1、Day15 與 Day30 填答結構性問卷,內容包含人口學資料、CADR 知識、學習動機、照護措施遵從性、程式可用性、有趣性與生活品質。
結果:共 82 位服用 EGFR 標靶藥物之患者隨機分派至實驗組與對照組,兩組於Day15 及 Day30 的知識得分均比 Day1 有顯著進步(p< .001),且實驗組得分明顯高於對照組(p< .001)。Day30 時,兩組的照護遵從度皆有顯著進步(p< .001),且實驗組的遵從度優於對照組(p= .037)。兩組生活品質並未隨時間進展有顯著進步,亦無組間差異。實驗組的 APP 使用時長(p= .001)與有趣性評分(p= .008)均明顯高於對照組。患者若能經常使用此遊戲化教學 APP 便有機會提升其 CADR 知識與照護遵從性,而學習動機、遊戲有趣性與系統可用性將影響患者使用 APP 的時長。
結論:皮膚不良反應是 EGFR 標靶藥物使用者需要長期面對的問題,應用行動遊戲 APP 進行患者衛教於本研究被證實是可行的策略,建議可於患者第一次服藥前進行介入,幫助患者提早了解與藥物相關的皮膚不良反應與學習居家自我照護。
zh_TW
dc.description.abstractBackground: Patients taking Epidermal Growth Factor Receptor (EGFR) targeted therapies often experience Cutaneous Adverse Drug Reactions (CADR). A lack of skin care knowledge may exacerbate CADR, leading to a deteriorated prognosis and quality of life in cancer patients. In recent years, gamified digital healthcare has been found to improve public health-promoting behaviors. However, there is limited research on the application of gamified health education to enhance skin self-care among cancer patients.
Aim: This study aimed to investigate the efficacy of a mobile application (APP) combined with gamified instruction in enhancing the knowledge, skills, and learning motivation of patients receiving EGFR-targeted therapies in the self-care of CADR.
Methods: A randomized two-group pretest-posttest design was employed, with data collection from February to May 2024 in the oncology and dermatology departments of a medical center in northern Taiwan. Patients taking EGFR-targeted therapies were invited to participate in a 4-week intervention using a researcher-designed APP. The experimental group received gamified health education via APP, while the control group received text-based health education via APP. Structured questionnaires were administered on Day 1, Day 15, and Day 30, covering demographic data, CADR knowledge, learning motivation, adherence to care measures, program usability, enjoyment, and quality of life.
Results: Eighty-two patients taking EGFR-targeted therapies were randomly assigned to the experimental and control groups. Both groups showed significant improvement in knowledge scores on Day 15 and Day 30 compared to Day 1 (p < .001), with the experimental group scoring significantly higher than the control group (p < .001). On Day 30, both groups demonstrated significant improvement in adherence to self-care measures (p < .001), with the experimental group outperforming the control group (p = .037). There was no significant improvement in quality of life for either group nor was there a difference between groups. The experimental group had significantly higher APP usage time (p = .001) and enjoyment ratings (p = .008) than the control group. Frequent use of this gamified instructional APP has the potential to enhance CADR knowledge and adherence to care measures. Learning motivation, enjoyment, and system usability will influence patients' duration of app usage.
Conclusions: CADRs are a long-term issue for users of EGFR-targeted therapies. This study confirms that using a mobile gamified APP for patient education is feasible. It is recommended to implement this intervention before the patient's first use of EGFRtargeted drugs to help them understand drug-related skin adverse reactions and learn self-care at home.
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dc.description.tableofcontents致謝 I
中文摘要 II
英文摘要 III
目次 V
圖次 VII
表次 VII
第一章 緒論 1
第一節 研究背景 1
第二節 研究動機 3
第三節 研究目的 4
第四節 名詞定義及解釋 5
第二章 文獻查證 6
第一節 表皮生長因子受體標靶藥物介紹 6
第二節 EGFR 標靶藥物之常見皮膚不良反應與照護 8
第三節 遊戲式學習與遊戲化相關理論 16
第四節 行動遊戲程式應用於健康衛生教育 19
第三章 研究方法 21
第一節 研究設計與流程 21
第二節 研究對象與取樣方法 23
第三節 研究工具與信效度檢定 24
第四節 資料收集過程 35
第五節 資料處理與分析 37
第六節 研究倫理考量 38
第四章 研究結果 39
第一節 研究對象基本資料與屬性分析 41
第二節 衛教遊戲 APP 介入對各結果變項之成效 45
第三節 影響研究對象自我照護知能之因子 61
第四節 研究對象的 APP 使用行為分析 66
第五章 討論 77
第一節 行動衛教遊戲於照護知能的成效 77
第二節 行動衛教遊戲於學習動機的成效 80
第三節 行動衛教遊戲於生活品質的成效 81
第六章 結論 84
參考文獻 86
附錄 97
附錄一 專家效度問卷 97
附錄二 第一次問卷 104
附錄三 第二次問卷 109
附錄四 第三次問卷 115
附錄五 倫理委員會核准函 120
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dc.language.isozh_TW-
dc.subject皮膚藥物不良反應zh_TW
dc.subject自我照護知能zh_TW
dc.subject行動遊戲衛教zh_TW
dc.subject表皮生長因子受體zh_TW
dc.subjectCutaneous Adverse Drug Reactionsen
dc.subjectMobile Gamified Health Educationen
dc.subjectSelf-Care Competenceen
dc.subjectEpidermal Growth Factor Receptoren
dc.title行動遊戲衛教於提升標靶藥物使用者皮膚自我照護之成效zh_TW
dc.titleThe Efficacy of Applying Mobile Healthcare Education Game to Improve Cutaneous Self-care for Patients Receiving Targeted Therapyen
dc.typeThesis-
dc.date.schoolyear112-2-
dc.description.degree碩士-
dc.contributor.oralexamcommittee朱家瑜;林家齊zh_TW
dc.contributor.oralexamcommitteeChia-Yu Chu;Chia-Chi Linen
dc.subject.keyword表皮生長因子受體,皮膚藥物不良反應,自我照護知能,行動遊戲衛教,zh_TW
dc.subject.keywordEpidermal Growth Factor Receptor,Cutaneous Adverse Drug Reactions,Self-Care Competence,Mobile Gamified Health Education,en
dc.relation.page120-
dc.identifier.doi10.6342/NTU202402158-
dc.rights.note同意授權(限校園內公開)-
dc.date.accepted2024-07-26-
dc.contributor.author-college醫學院-
dc.contributor.author-dept護理學研究所-
dc.date.embargo-lift2027-07-23-
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