| Literature DB >> 35885737 |
Marco Castiglioni1, Cristina Liviana Caldiroli1, Alessandro Antonietti2.
Abstract
Being hospitalized is a threatening and stressful experience for many children. From a psychological point of view, children may experience increased feelings of anxiety and fear that can negatively influence their behavioral, cognitive, and emotional outcomes. To mitigate such adverse effects on children's mental health and well-being, interventions that might contribute to protecting the emotional domain of hospitalized children are welcome. The present case study of a single-setting intervention allowed us to evaluate the impact, on children admitted to a pediatric short-term recovery ward (N = 61), of participating in play-based activities with a CoderBot robot. The methodology spanned multiple data sources (children, parents, nurses), field observation, and a sequential (quantitative-qualitative) mixed-method approach to data analysis. We found that robot-based activities are associated with enhanced well-being (particularly positive emotions). Both the participating children and their caregivers reported that the activity was enjoyable and interesting, especially thanks to its technologically innovative nature. We critically discuss these positive findings in relation to the strengths of our pilot study, as well as its contextual and methodological limitations, and outline possible future lines of development for this kind of project.Entities:
Keywords: CoderBot; hospitalized children; positive emotion; psychological health; robot-based activities; single-setting; well-being
Year: 2022 PMID: 35885737 PMCID: PMC9316297 DOI: 10.3390/healthcare10071209
Source DB: PubMed Journal: Healthcare (Basel) ISSN: 2227-9032
Figure 1CoderBot Images.
Figure 2Example of complex obstacle course for 9- to 11-year-old children.
Figure 3Examples of the modified (“smiley face”) Likert scales used with children under six years.
Descriptive statistics for emotional states (B1) at baseline (t0) and post-activity (t1) for the entire sample (N = 61).
| Baseline (t0) | Post-Activity (t1) | Δt0 − t1 | |||
|---|---|---|---|---|---|
|
|
|
|
| ||
| Happy–Sad | 3.52 | 1.30 | 4.07 | 1.48 | 0.54 |
| Strong–Weak | 3.15 | 1.29 | 3.71 | 1.25 | 0.57 |
| Interested–Bored | 3.78 | 1.42 | 4.37 | 1.07 | 0.59 |
| Calm–Stressed | 3.77 | 1.39 | 3.94 | 1.44 | 0.17 |
| Fearless–Scared | 4.02 | 1.29 | 4.43 | 1.13 | 0.41 |
* Note: the range of mean scores = 1–5.
Evaluation of the activity (B2): descriptive statistics (N = 61).
| Post-Activity Evaluation | ||
|---|---|---|
| Items |
| |
| Easy/Difficult | 4.07 | 1.48 |
| Helpful/Useless | 3.71 | 1.25 |
| Good/Bad | 4.37 | 1.07 |
| Fun/Boring | 3.94 | 1.44 |
| Pleasant/Unpleasant | 4.43 | 1.13 |
* Note: the range of mean scores = 1–5.