| Literature DB >> 35485667 |
Dwi Novrianda1,2, Fitri Haryanti3, Eddy Supriyadi4, Luthfan Lazuardi4, Elisabeth Siti Herini5.
Abstract
OBJECTIVE: There is an increased awareness to identify symptomatic experiences in children undergoing chemotherapy. An Internet-based health technology accessible and friendly for children and parents to report health problems during chemotherapy has been well-developed in developed countries. The purpose of this scoping review is to provide a comprehensive view of relevant research related to the emergence of health applications in pediatric oncology so that it can provide information for design and evaluation in the future.Entities:
Keywords: Assessment; Internet; Oncology; Pediatric; Symptom management
Mesh:
Year: 2022 PMID: 35485667 PMCID: PMC9375607 DOI: 10.31557/APJCP.2022.23.4.1125
Source DB: PubMed Journal: Asian Pac J Cancer Prev ISSN: 1513-7368
Figure 1PRISMA Flowchart (Moher et al., 2009)
Included Studies
| Authors | Country | Methods | Subject | Summary of Findings |
|---|---|---|---|---|
| Baggott et al. (2015) | Norway | Descriptive | Children with cancer aged 7-12 years and their parents | Sisom was completed in less than 30 minutes, with a high rating in ease of use and the perceived benefits of parental participants. |
| Kock et al. (2015) | German | Descriptive | Children aged 15-17 years and family of children | The total scores for the group of children and their families were 130.5 and 131.8, respectively, ranging from 115 - 147. This shows that this software solution has outstanding functionality and ergonomics. |
| Jibb et al. (2017) | Toronto, Canada, USA | Qualitative | Adolescent aged 12-18 years old | The Pain Squad+ application can be received and completed in an average of 4.3 minutes. There were problems with software malfunctions, lack of interface design and confusing text that need revision. |
| Bruggers et al. (2018) | Utah, USA | Qualitative and quantitative data | Children, parents, health care provider | The survey picture tool showed that two favorite games were collecting star prizes and terraforming the planet. Travelling from space to the space station was a less attractive component. Two favorite mini-games were the Positron Planet Core Game and the Activity Collecting Game, while the less preferred one was the exercise mini-game, which was the exercise game for choosing healthy foods. The average scores for all statements of the provider and parents were above 3.5 and 3.0, respectively. |
| Chung et al. (2018) | USA | Mixed methods study | Phase I: HCP and parents of cancer children undergoing treatment. Phase II: 30 parents of children aged 3-17 years who are undergoing cancer treatment | Parents reported high satisfaction with the C-TIPS skills education and training module, stress decreased and relaxation increased significantly (p = 0.004; 0.05). |
| O'Sullivan et al. (2018) | Toronto, Canada, USA | Cohort | Children with cancer aged 8-18 years | All children understood the application's features, and each of the four concepts was more difficult to understand after using the help menu. 19 out of 20 children think the application was an excellent way to communicate with doctors and nurses. |
| Cook et al. (2019 | USA | Quantitative and qualitative data | Children and adolescent with cancer and bone marrow transplant resipients aged 8-18 years | All children understood the application's features, and each of the four concepts was more difficult to understand after using the help menu. 19 out of 20 children think the application was an excellent way to communicate with doctors and nurses. |
| Vettese et al. (2019) | USA | Longitudinal study | Children and adolescent with cancer and bone marrow transplant recipients aged 8-18 years | Of the 30 children enrolled, the median day of completing the SPARK application was 5 (range 3-5). Almost all (96.6%) thought that screening for symptoms using SPARK was easy or very easy. All participants understood the SPARK symptom report. |
| Tsimicalis et al. (2019) | Norway | Qualitative | Children with cancer, aged 6-13 years | Many children (33.85%) conveyed verbal responses to at least one symptom; 1) discussing their thoughts and feelings aloud, 2) categorizing their symptoms as pleasant or unpleasant, 3) reflecting their experiences with various levels of certainty. 23 parents (74%) provided at least one input: 1) clarifying, 2) validating their child's response, 3) guiding their child's response, 4) responding on behalf of their child, and 5) making casual jokes/comments. |
| Svedberg et al. (2019) | Sweden | Quantitative and qualitative methods | Children aged 0-17 years in four pediatric care centres | The successful implementation of Sisom as an eHealth-based communication tool to strengthen children's participation is following the values and goals of the organization, and the beliefs and expectations of health professionals on the benefits of using Sisom. |
| Schwartz et al. (2020) | Philadelphia | Pilot RCT | 61 AYA (12-25 years) | The THRIVE intervention showed a high level of acceptance and feasibility. 71% of knowledge in the intervention group increased. AYA in the intervention group who chose to increase fruit/vegetable consumption rose by 29% compared to the control group by 15%. One person who decided to quit smoking in the intervention group reported not smoking anymore. |
| Park et al. (2020) | Korea | Qualitative (focus group discussion) | Analysis phase: 12 adolescents with cancer. Design phase: Four specialists in pediatric hematology-oncology unit with ten years of work experience; 2 nurses with master's education in pediatric nursing; 3 doctors with doctoral education. Testing phase: two experts in usability and computer-human interaction. 11 children aged 13-18 years, with a cancer diagnosis and any treatment. | Adolescents with cancer showed an interest in seeing success stories of childhood cancer and self-management after discharge and preferred multimedia content (video clips) over text. The heuristic and user tests identified usability issues and then revised them to make them usable and valuable for cancer adolescents. |
| Watling et al. (2020) | Canada, USA | Qualitative | Family members (≥ 16 years) of pediatric patients undergoing cancer treatment were 100 people | SPARK family member was easy to use and understand. |
| Gilljam et al. (2020) | Sweden | A quasi-experimental design with mixed methods | 14 children aged 6-12 years | Children's participation based on Shier's participation model was in the first three levels. Children were listened to encouraged to express their opinions, and children's views are taken into account. The proportion of pediatricians directing discussion in the intervention group was more significant (731 occasions) than in the control group (624 events). The ratio of appointment times was almost the same between the two groups (mean 17.0 minutes vs. 17.6 minutes). |
USA, United States of America; HCP , Health Care Providers; C-TIPS, Cancer-Tailored Intervention for Pain and Symptoms; SPARK, Supportive Care Prioritization, Assessment, and Recommendation for Kids; RCT, Randomized-controlled trial; AYA, Adolescents and Young Adults
Characteristic of Health Apps
| Name of Application | Aim | Type | Theory-based | Content |
|---|---|---|---|---|
| SPARK | Symptom screening for children with cancer and family member | Web-based application | Technology acceptance model | 1. The landing page with three icons i.e patient, family and health care provider |
| Sisom | Describe and report symptoms for children with cancer and chronic illness | Interactive computer-based animation tool on a computer touchpad | CHOICE, a module for adult cancer and rehabilitation patients | It contains an avatar trip to visit five islands by sailing using a ship, namely in the Hospital, About Managing Something, My Body, Mind and Feelings, Something That Can Make Fear. It measures 35 physical symptoms and 44 psychosocial problems. |
| Empower Stars! | Provide intervention of physical exercise and mental empowerment for children with cancer | Mobile video game | Exercise theory, health behavior theory, and video games | 1. Story line about imagination space exploration stories |
| Aftercare App. | Follow-up care after therapy of childhood cancer survivors | Mobile app | NR | 1. Disease information |
| C-TIPS | Provide intervention of pain management information and coping skills training to parents of pediatric cancer patients | Web-based application | NR | 1. Twelve tailoring algorithm questions |
| Pain Squad+ | Real-time pain management app for adolescents with cancer | Web-based smartphone application | NR | 1. Pain assessment: 22-items pain questionnaire |
| THRIVE | THRIVE messages aims to raise awareness of health vulnerability, emphasize the importance of ongoing engagement in care, and provide support to motivate uptake and reinforce positive health behaviors | Text messaging on smartphone | SMART, Health Belief Model, social cognitive theory | Three message text domains: |
| Facebook-based "Healthy Teens for Soaam" | Educational program for teenagers with cancer on Facebook | Multimedian in Facebook Group | NR | Eight modules for eight weeks. Each module in the form of PowerPoint slides consists of learning objectives, structured learning materials, multimedia (video clips or games), and discussion topics. The module contains the characteristics and types of childhood cancer, treatment of childhood cancer, returning to school and society, and the people around the child, i.e family and friends. |
Note. SPARK, Supportive Care Prioritization, Assessment, and Recommendation for Kids; SSPedi, The Symptom Screening in Pediatrics Tool; CHOICE, Creating better Health Outcomes by Improving Communication about Patients' Experiences; C-TIPS , Cancer-Tailored Intervention for Pain and Symptoms; COPE, Children's Oncology Pain Education; NR, Not reported; THRIVE, Texting Health Resources to Inform, motiVate, and Engage; SMART, Socio-ecological Model of AYA Readiness to Transition to Adult Care; AYA, Adolescents and Young Adults
Characteristics of Applications' Content
| Name of Application | Symptoms | Information/education | Motivation | Intervention | Support | Interactive | Reminder |
|---|---|---|---|---|---|---|---|
| SPARK (for children with cancer) | ✓ | × | × | × | × | × | × |
| SPARK (for family member) | ✓ | ✓ | × | ✓ | × | × | × |
| Sisom | ✓ | × | × | × | × | ✓ | × |
| Aftercare App. | × | ✓ | × | × | × | × | ✓ |
| Empower Stars! | × | ✓ | × | ✓ | × | ✓ | × |
| C-TIPS | ✓ | ✓ | × | ✓ | × | × | × |
| Pain Squad+ | ✓ | ✓ | × | ✓ | × | × | ✓ |
| THRIVE | × | ✓ | ✓ | ✓ | ✓ | × | × |
| Facebook-based | × | ✓ | × | ✓ | ✓ | ✓ | × |
SPARK, Supportive Care Prioritization, Assessment, and Recommendation for Kids; C-TIPS, Cancer-Tailored Intervention for Pain and Symptoms; THRIVE, Texting Health Resources to Inform, motiVate, and Engage
Application Development and Testing Stage
| Name of | Early-Stage | Development Stage | Testing Stage | Evaluation Stage |
|---|---|---|---|---|
| SPARK (for children with cancer) | SSPedi testing for SPARK content | Development Team and Web Application Research | Low-fidelity phase; Design phase; High-fidelity phase | Evaluation of each step through interview. The quantitative assessment includes understandable applications, uses, and benefits. |
| SPARK | -- | Development of recommendations using CPGs and panel discussion | Usability test | Ease of use |
| SISOM | Literature review, focus group discussion | -- | Interface test on 12 healthy school children; Interview with five healthy school children; and Usability test on 14 healthy children and cancer | Appraisal of a dyad cancer children and their parents to see aspects of the rating, the ease, and benefits of application. |
| Aftercare App. | -- | -- | -- | -- |
| Empower Stars! | Groundwork clinical observation | Multidiscplinary team, video game developer, academic and healthcare provider team | Qualitative and quantitative on multilevel subject | -- |
| C-TIPS | Phase I. Development of C-TIPS: | Commercial web companies develop applications | Phase II. Formative evaluation to test the usability | -- |
| Pain Squad+ | -- | -- | Usability testing with an iterative approach (2-3 cycles) -- thinking aloud | -- |
| THRIVE | Based on model and theory | Reify Health built a text messaging platform and algorithm | Pilot RCT for 16 weeks | Feasibilty, acceptability, and questionnaires to assess knowledge, health behavior, health competence beliefs, and quality of life. |
| Facebook-based "Healthy Teens for Soaam" | Need assessment by focus group discussion | Development of module content, expert reviews, and development of Fb-based intervention program | Usability test (heuristics evaluation and users test) | Modifications and final versions of the program, expert review is carried out if necessary. |
SPARK, Supportive Care Prioritization; Assessment, and Recommendation for Kids; C-TIPS, Cancer-Tailored Intervention for Pain and Symptoms; SSPedi, Symptom Screening in Pediatrics Tool; HCP, Health Care Providers; THRIVE, Texting Health Resources to Inform, motiVate, and Engage; RCT, Randomized Controlled Trial; Fb, Facebook