| Literature DB >> 26717906 |
Kenneth J Ruggiero1, Brian E Bunnell, Arthur R Andrews Iii, Tatiana M Davidson, Rochelle F Hanson, Carla Kmett Danielson, Benjamin E Saunders, Kathryn Soltis, Caleb Yarian, Brian Chu, Zachary W Adams.
Abstract
BACKGROUND: Children need access to high quality mental health care. Effective treatments now exist for a wide range of mental health conditions. However, these interventions are delivered with variable effectiveness in traditional mental health service settings. Innovative solutions are needed to improve treatment delivery quality and effectiveness.Entities:
Keywords: child mental health treatment; feasibility test; fidelity; mobile health; patient engagement; technology; traumatic stress
Year: 2015 PMID: 26717906 PMCID: PMC4712346 DOI: 10.2196/resprot.4416
Source DB: PubMed Journal: JMIR Res Protoc ISSN: 1929-0748
Patient-targeted components of the TF-CBT e-workbook by session.
| Treatment concept | TF-CBT e-workbook resource | Modality |
| One for each component of TF-CBTa | Introductory videos that provide an overview for the caregiver and child about why this component of treatment is important. | Video clips featuring adolescent-aged subjects |
| Each TF-CBT componenta | Interactive homework assignment checklists with activity suggestions. | Interactive application |
| Psychoeducationa | “What Do You Know?” question and answer quiz game, with “card decks” designed to facilitate child-provider education around trauma, domestic violence, sexual abuse, physical abuse, personal safety, disasters, serious accidents, and bulling/peer victimization; these decks can be personalized to each patient and provider. | Interactive touch screen activity with scorekeeping |
| Psychoeducation | “You are not alone” interactive graphical display that provides accurate statistics about traumatic events and emotional recovery. The provider selects a question to review with the child, and the child then estimates via touch screen interaction how many of children drawn on the screen have had experiences similar to him/her. Correct answers are given with light up figures. | Interactive touch screen activity |
| Psychoeducation | “Your Body” cartoon that is designed to facilitate accurate labeling of body parts via drag-and-drop touch screen activity. Both genders are represented in this activity. | Interactive drag-and-drop touch screen activity |
| Stress managementa | Narrated, illustrated activity to facilitate controlled breathing exercises (eg, balloon inflating/deflating at pre-set speeds). | Interactive “game” application |
| Stress management | Narrated, illustrated activity to assist with progressive muscle relaxation. The user touches a muscle group on the screen, the muscle group lights up on the image, and detailed instructions are narrated as the child follows along. | Interactive application |
| Trauma narrativea | Users are presented with a drawing tool where they write and/or draw their narratives using a stylus. Handwritten text and/or illustrations are created, and can be saved or exported. | Interactive drawing application |
| Affective regulationa | This tool includes several interactive activities (eg, writing board, feelings wheel, emotions thermometer) to guide child-provider education regarding emotion identification, emotion intensity, and coping skills. | Videos and touch screen activities |
| Cognitive copinga | This chapter includes a variety of educational tools such as instructional images and video clips to guide learning and provider-child interactions. The cognitive triangle is introduced. Next, children are presented with a series of videos depicting children in a variety of ambiguous situations, and are prompted to identify and discuss with their providers about their thoughts, emotions, and behaviors. | Videos and touch screen activities |
| In vivo exposures | Illustrated tool that uses audio narration to guide provider-child discussion around development of an exposure hierarchy by choosing exposure activities that are safe, feasible, and relevant. Narrations and illustrations are tailored to child sex and index trauma type. | Illustrated application with audio narration |
| Enhancing safetya | Trivia-style activity to facilitate child-provider education around OK/Not OK touch, managing bullying, help seeking, problem solving skills, spotting danger-signal cues, drug refusal skills, Internet safety, and coping with ongoing stressors. These decks can be personalized to each patient and provider. | Interactive touch screen activity |
| Conjoint sessionsa | Homework activities to help the child prepare for conjoint sessions. | Homework activity |
aThis resource was identified by TF-CBT trainers as a necessary component to the toolkit (Hanson et al, 2014).
Summary of qualitative feedback from mental health providers (n=22) during alpha testing.
| e-workbook component (activity) | Positive feedback | Recommendationsa and observations |
| Psychoeducation (What Do You Know? card game) | Liked provider tab | Most providers wanted to organize their own decks |
| Activity was clear | Most providers wanted to create their own unique cards | |
| Liked the game component | One provider asked us to label “explicit content” on cards that are particularly sensitive in nature | |
| Good for full age range; will increase engagement | Ability to “block” certain cards per patient | |
| Liked interactivity | Some providers asked for more decks of cards—like cyberbullying and Internet safety questions | |
| Psychoeducation (You Are Not Alone activity) | Difference in race/ethnicity | Include percentages and graphical presentations for older kids |
| Would use with kids 8-15 years; very helpful in teaching psychoeducation | Option to view statistics for other gender | |
| Liked the option to address different traumas | Update one of the statistics | |
|
| Include figures with blond and red hair | |
| Psychoeducation (Your Body activity) | Very useful in CSA cases | For some patients, would be nice if figure emphasized mouth and hands |
| Likely to engage kids | Figure is not “real-looking” | |
| Straightforward |
| |
| Would be useful as a homework resource for families | ||
| Use with (8-10 years) | ||
| Relaxation (breathing/PMR coaching activity) | Great resource to have for families to practice at home | Would not use with older kids (other methods like visualization) |
| Use with kids 8-12 years; however, some of them noted that they would use with any age range | Balloon would likely be engaging for younger kids, not for older kids (maybe different graphic like a chest or lungs) | |
| Good introduction to breathing exercises | Would only use this as intro to breathing and would then practice belly breathing as usual | |
| Helpful in delivery of treatment | An additional imagery resource for teens could be added (pictures, relaxing sounds) | |
| Affective regulation (Writing Board and Feelings Wheel activities) | Activities are clear | Writing board should be larger; option to type; stylus; different colors |
| Feelings wheel is engaging | Feelings Wheel: Intensity scale should be more obvious; add word anchors on scale along with numbers; use faces to assist with intensity scale for younger children | |
| Some thought good for all ages, some thought only good for ages 8-11 years | Should have more emotions or the option to pick your own emotion | |
| Activities are all very helpful and engaging | ||
| Cognitive coping (thoughts-feelings-actions activity) | Videos are great | Felt activity was too long/might lose interest |
| Activity to identify T-F-A | No need for example—videos are enough | |
| Like the checkmark | Just have a page with CBT triangle and free-text boxes for the child to practice | |
| Use with any age range |
aMany items in the recommendations column already have been addressed by the development team. Recommendations made by several providers, such as the ability for providers to organize decks and create new cards in the “What Do You Know?” game and the recommendation to add decks addressing Internet safety and cyberbullying, were addressed by the developers in the revised e-workbook prior to the feasibility trial. Other recommendations were only voiced by one or two participants, and were considered on a case-by-case basis. Some observations made by providers related to child age; however, these observations often contradicted the perceptions of children. For example, some providers felt that two or three of the chapters were best for children under 12 years of age; but in each of these cases older adolescents (aged 13-16 years) responded very favorably to the chapters. We have informed providers of this feedback from adolescents and have asked providers to be open-minded in the context of the feasibility trial about the value of each resource on the basis of age.
Summary of qualitative feedback from children (n=24) during alpha testing.
| e-workbook component (activity) | Positive feedback (children) | Recommendationsa and observations (children) |
| Psychoeducation (What Do You Know? card game) | Using technology would help kids be more comfortable | Audio narration that reads card to you |
| Most youths said that they would like the iPad-based version over the real cards | Too much white background—include more colors and enhance flexibility | |
|
| Add more colors or brighter colors | |
| Have themes or animation that relates to the question OR that the kid can choose to “make it their own” | ||
| Psychoeducation | N/A—Children were not asked about this activity | |
| Psychoeducation (Your Body activity) | N/A—Children were not asked about this activity | |
| Relaxation (breathing/PMR Coaching activity) | Activity makes sense | Balloon is fine, maybe integrate other graphics, like lungs, or a kid breathing in and out |
| Would be helpful to learn to calm down | Change white screens to something else—have options for different background colors (preferred neon) | |
| App version is very straightforward | Make activity available to kids/teens at home | |
| Like that they can practice many times | Drawn images of children should look more like a real person | |
| Appropriate for full age range of youth | Have a total body video | |
|
| Have buttons in order of muscle groups | |
| Make girl look older | ||
| Affective regulation (Writing Board and Feelings Wheel activities) | Like the activities | Want the option to type; use different colors; make screen look like notebook paper/chalkboard |
| Engaging | Have the wheel make spinning noises | |
| Majority would want to use tech version instead of doing these activities with paper and pencil | Do not know some words (eg, elated) | |
| Like the feelings of charades game | Use faces as anchors on intensity scale | |
| Add additional link if the kid/teen wants to learn more about something | ||
| Cognitive coping (Thoughts-Feelings-Actions activity) | N/A—Children were not asked about this activity | |
aMany items in the recommendations column already have been addressed by the development team. Recommendations made by several providers, such as the ability for providers to organize decks and create new cards in the “What Do You Know?” game and the recommendation to add decks addressing Internet safety and cyberbullying, were addressed by the developers in the revised e-workbook prior to the feasibility trial. Other recommendations were only voiced by one or two participants, and were considered on a case-by-case basis. Some observations made by providers related to child age; however, these observations often contradicted the perceptions of children. For example, some providers felt that two or three of the chapters were best for children under 12 years of age; but in each of these cases older adolescents (aged 13-16 years) responded very favorably to the chapters. We have informed providers of this feedback from adolescents and have asked providers to be open-minded in the context of the feasibility trial about the value of each resource on the basis of age.
Figure 1Screenshot of the eight “decks” of virtual cards in the “What Do You Know?” psychoeducation activity. Clinicians and families select the most pertinent decks for each child. The cards within each deck are customizable by the clinician to enhance relevance to each family’s needs.
Figure 7An activity in the Cognitive Coping module has children practice identifying and categorizing thoughts, feelings, and behaviors by dragging the words and phrases on the left of the screen (shown in gray) to the appropriate icon on the right of the screen. Feedback is provided in response to each user interaction.