| Literature DB >> 36230548 |
Noyuri Yamaji1, Daichi Suzuki2, Maiko Suto3, Kiriko Sasayama4, Erika Ota1,5.
Abstract
BACKGROUND: Although communication tools might guide healthcare professionals in communicating with children about cancer, it is unclear what kind of tools are used. This scoping review aimed to map the communication tools used in cancer communication among children with cancer, families, and healthcare professionals.Entities:
Keywords: cancer; children; communication; communication tools; scoping review
Year: 2022 PMID: 36230548 PMCID: PMC9563078 DOI: 10.3390/cancers14194624
Source DB: PubMed Journal: Cancers (Basel) ISSN: 2072-6694 Impact factor: 6.575
Figure 1Process of selection studies.
Characteristics of included studies.
| Author, Year | Study Design | Purpose of the Study | Study Setting | Study Participants | Intervention or Concept | Study Findings |
|---|---|---|---|---|---|---|
| Artilheiro, 2011 [ | Exploratory descriptive study | To describe the use of therapeutic play (TP) in the preparation, and to identify manifestation during TP session | At the oncology outpatient department from Hospital Infantil Darcy Vargas, São Paulo in Brazil | Children (3–6 years old) who submitted to chemotherapy in the outpatient department ( | Therapeutic play during the chemotherapy |
TP facilitated child more positive behaviors, cooperating with the procedures, working with professionals (93.3%), with relaxed posture (93.3%), establishing a bond of trust with the professional (76.6%), and smiling while playing (70%) |
| Arvidsson, 2016 [ | User-experience design | To redesign Sisom and validate and adapt it for use in a Swedish population of children with cancer | Sweden | Swedish translators ( | Interactive computer-based assessment and communication tool for children with cancer |
Sisom was revised following the participants’ feedback |
| Beltran, 2013 [ | Qualitative study | To assess the effect of the video games | Children’s Cancer Hospital, Texas in United States of America (USA) | Children with cancer and survivors (9–12 years old) who have a high risk of obesity ( | Escape from Diab and Nanos warm: Invasion from Inner Space are videogames about preventing obesity |
Two themes emerged to guide future modifications of the game: difficulty with the energy balance and meal selection and endings in which the character died made them sad |
| Bisignano, 2006 [ | Randomized controlled trial (RCT) | To assess the influence of a developmentally specific compact disc read-only memory (CD-ROM) intervention | Oncology clinic at a large urban medical center in USA | Children (7–18 years old) scheduled for IV procedures ( | CD-ROM designed to help children learn about the medical procedure |
CD-ROM reduced threat appraisals and improved cognitive restructuring coping. However, there was no clear evidence of fear, behavioral distress, or pain |
| Dragone, 2002 [ | RCT | To assess the effect of CD-ROM compared with the book | District of Columbia, Virginia, and Ohio in USA | Children with leukemia (4–11 years old) ( | CD-ROM designed to improve children’s feelings control and understanding of leukemia |
CD-ROM was associated with an increase in health locus of control CD-ROM was a useful, engaging, and empowering tool for children with leukemia |
| Fazalniya, 2017 [ | RCT | To investigate the effect of an interactive computer game | One hospital in Iran | Children with cancer (8–12 years old), were receiving treatment and undergoing at least 4 months of chemotherapy ( | The intervention program included an educational-entertainment computer game named “The City of Dreams” which was developed by authors. |
The computer game increased quality of life (QOL) in children with cancer |
| Frygner-Holm, 2020 [ | Mixed method | To develop and evaluate the feasibility and acceptability of a pretend play intervention | Three universities in Sweden, USA, and Germany | Children with cancer (4–10 years old) ( | Pretend play to support children’s communication, self-efficacy, and coping ability in the care setting |
Pretend play improved self-efficacy Pretend play increased or equal QOL There were no adverse events or increased worrying |
| Fuemmeler, 2020 [ | Feasibility study-quasi-experimental single-group pretest/posttest design | To describe the development and initial feasibility evaluation of the intervention | Two pediatric oncology clinics, Duke University and Chapel Hill in USA | Pair of pediatric cancer survivors (12–17 years old) and their parents ( | App-based game “Mila Blooms” that promotes healthy eating and physical activity among adolescent survivors of childhood cancer |
Mila Blooms holds promise for promoting health behavior change |
| Greenspoon, 2019 [ | Feasibility study | To assess (1) the understandability, actionability, and readability of the video; (2) patient and caregiver perceptions, knowledge, and interest in FP; and (3) satisfaction with a patient education video | At oncology clinics at a pediatric center and an adult center (not specified country setting) | Patients (13–39 years old) after minimum 1 month from diagnosis ( | Whiteboard video to explain egg cryopreservation to patients and families |
Video can build knowledge and encourage discussions about infertility |
| Jones, 2010 [ | RCT | To develop and assess the effects of developed CD-ROM compared with Handbook | Four pediatric oncology programs, Los Angeles (California), District of Columbia, Hershey (Pennsylvania), and New York City in USA | Children with solid tumors (12–18 years old), had being treated or within 3 years of treatment ( | CD-ROM to educate adolescents about their cancer |
The CD-ROM improved health locus of control and got high marks from adolescents with cancer, their families, and healthcare providers There was no significant difference in QOL, self-efficacy, coping style, and cancer knowledge between the CD-ROM and control group |
| Kato, 2008 [ | RCT | To determine the effectiveness of a video-game intervention | 34 cancer treatment centers in USA, Canada, and Australia | Youth with cancer (13–29 years old), were receiving treatment and were expected to remain on treatment for at least 4–6 months. ( | Re-Mission was designed to be a learning environment that motivates, guides, and supports the learning of a set of behavioral objectives related to self-care during treatment for cancer. ( |
The video-game intervention increased adherence, self-efficacy, and knowledge compared with no cancer-related game There was no clear difference in self-report measures of adherence, stress, control, or QOL between the intervention group and the control group |
| Kock, 2015 [ | Feasibility study-cross-sectional study | To increase compliance with follow-up examinations using a reminding service | Two locations: the University Medical Center in Lübeck and the University Hospital Hamburg-Eppendorf in Germany | Former patients from the age of 15 and their relatives ( | Mobile application to provide the information on late effects of childhood cancer |
The application is expected to increase the awareness for follow-up visit. The Aftercare App will help former patients structure their long-term follow-up care and survey the key information they require |
| Kurt, 2013 [ | Before-after controlled study | To determine the effects of Re-Mission video game | At two hospitals, Istanbul in Turkey | Adolescents with cancer (13–18 years old) ( | Re-Mission was designed to be a learning environment that motivates, guides, and supports the learning of a set of behavioral objectives related to self-care during treatment for cancer ( |
Re-Mission video game positively affected QOL, while no significant difference between groups in the average scores of QOL in the first measurement |
| Li, 2011 [ | A non-equivalent control group pretest–post-test, between-subject design | To examine the effectiveness of therapeutic play, using virtual reality computer games | One of the largest acute-care hospitals, Hong Kong in China | Hong Kong Chinese children hospitalized with cancer (8–16 years old) ( | 30-minutes therapeutic play intervention by research nurse using virtual reality computer games daily (five days a week) |
Therapeutic play using virtual reality reduced depression compared with the control group There was no clear difference in children’s anxiety between the intervention group and the control group |
| Linder, 2021 [ | Feasibility study–qualitative study by interviews | To evaluate the feasibility and acceptability of a newly developed game-based symptom-reporting app | A children’s hospital in the USA | Children with cancer, (6–12 years old) were undergoing treatment ( | Game-based symptom-reporting app, “Color Me Healthy” |
Study results support the preliminary feasibility and acceptability of the app |
| Murphy, 2012 [ | Qualitative study by face-to-face interviews | To test the design, readability, likelihood to read, and overall opinion of a pediatric fertility preservation brochure | Children’s Cancer Center and All Children’s Hospital, Florida in USA | Children with cancer and survivors (12–21 years old) ( | Two versions of gender concordant brochures on fertility for pediatric oncology patients and their parents |
All female teens and parents preferred brochure version 1 The majority of parents preferred version 2, while the majority of male teens preferred version 1 |
| O’Conner-Von, 2009 [ | Qualitative study by interviews | To develop and validate an innovative, interactive web-based educational program | Pediatric oncology clinic at a university medical center in USA | Adolescents who had completed cancer treatment within the past 12 months (10–16 years old) ( | Web-based educational program to cope with cancer |
The web-based educational program “Coping with Cancer” was developed and revised following adolescents with cancer and their families’ opinions |
| Pitillas, 2018 [ | Qualitative study | To delineate a systematic approach for the use of play therapy (PT) among psychotherapists working within the field of pediatric oncology | Not reported | Children with cancer (3 years old) ( | Psychoanalytic PT depending on children’s needs and developmental stages |
This article described the integrated play therapy in the psychological assistance of children with cancer The therapist may act as an informer, helping the child better understand her condition and its implications to help reduce uncertainty |
| Ruland, 2007 [ | Qualitative study | To describe the process of development of the computer application, “SISOM” | The principal of a nearby elementary school in Oslo, Norway Design sessions were held at the “Adolescent Club Room” within the pediatric department in Norway’s National Hospital, Rikshospitalet, Oslo in Norway | Children in 4th (9 years old) and 6th (11 years old) grade ( | SISOM, a handheld, portable computer application to (1) help children with cancer aged 7–12 years old, communicate their symptoms/problems in a child-friendly, age-adjusted manner; and (2) assist clinicians in better addressing children’s experienced symptoms and problems in patient care |
This study focused on the process of design development and described the importance of sharing insights from this collaborative design process |
| Sajjad, 2014 [ | Experimental study | To measure the psychological symptoms in children with brain cancer and work on them through game therapy compared with control group | Three hospitals in Pakistan | Children with brain cancer (10–14 years old) ( | 3D Graphical Imagery Therapy game on psychological signs of cancer patients fighting against brain cancer |
3D Graphical Imagery Therapy game improved in self-conceptualization and has been effective for recovery from psychological illness related to a brain tumor |
| Sposito, 2016 [ | Exploratory study with qualitative data analysis | To present the experience of using finger puppets as a playful strategy | At the pediatric oncology ward of a public teaching hospital in Brazil | Hospitalized children with cancer (7–12 years old), were undergoing chemotherapy treatment ( | Using puppets as a playful strategy during the interviews with hospitalized children with cancer |
The use of the puppets, creatively and in accordance with the children’s motor, cognitive, and emotional development, showed benefits, such as allowing the children to freely express themselves; respecting their autonomy; and minimizing the hierarchical adult–child relationship |
| Tsimicalis, 2017 [ | Single-site, descriptive, qualitative study | To produce a Sisom, interactive tool French version that is (1) clear, comprehensible, and understandable; (2) culturally and clinically meaningful; and (3) conceptually equivalent to the original version | At pediatric hospital, Montreal in Canada | Healthcare professionals who provided care in French to children with cancer ( | Interactive assessment and communication tool designed to provide children with a voice |
Sisom was well received by participants who were forthcoming with input and suggestions for improving the French translations |
| Tsimicalis, 2018 [ | Multisite descriptive study | To test the usability of Sisom | Three university-affiliated health centers in Canada | Children with cancer (6–12 years old), were received treatment or follow-up care at one of the study sites and their parents ( | Interactive assessment and communication tool designed to provide children with a voice |
The majority of children liked Sisom and found Sisom easy to use, found it to help express their symptoms, and were satisfied with the aesthetics Some children provided suggestions for improvement to optimize Sisom use |
| Tyc, 2003 [ | RCT | To determine whether a risk counseling intervention would increase knowledge and perceived vulnerability to tobacco-related health risks and decrease future intentions to use tobacco | St. Jude Children’s Research Hospital, Memphis in USA | Preadolescents and adolescents (10–18 years old), were previously treated for cancer ( | Educational video and risk counseling intervention was designed to be administered in a single session with periodic reinforcement of tobacco goals by telephone |
Video and risk counseling intervention might improve knowledge, perceived vulnerability, and decreased intention at 12 months |
| Wiener, 2011 [ | Pilot study, cross-sectional study | To learn how the game is being used in clinical settings and to gather information regarding the usefulness of ShopTalk | 2009 American Pediatric Oncology Social Work (APOSW) annual meeting | Healthcare professionals ( | Therapeutic game to help youth living with cancer talk about their illness in a non-threatening way |
ShopTalk appears to be a beneficial therapeutic tool in building rapport and identifying and discussing difficult issues with medically ill children |
Footnote: the background is used for visibility. CD-ROM: compact disc read-only memory, TP: therapeutic play, PT: play therapy, QOL: quality of life, RCT: randomized controlled trial, USA: united states of America.
Characteristics of communication tools.
| Author, Year | Contents | Mode/Type | Target | Developer | Access (e.g., Cost, Website, Article) | Usage Instructions | Evaluation or Validation of Communication Tool | Impact of Communication Tools on Health Outcomes and Outcome Measurements |
|---|---|---|---|---|---|---|---|---|
|
| ||||||||
| Artilheiro, 2011 [ | Therapeutic Play (TP) using a doll and other materials during chemotherapy such as: an intravenous device, cotton, syringe, needle, tourniquet, infusion pump, adhesive tape, and gauze, among others | Nurse-led TP during the chemotherapy | Not specified. However, it must be children with cancer | Not specified | Not reported | TP using doll and other materials. Investigator was telling a story about a child who had undergone chemotherapy, and children repeated the story by themselves | Exploratory descriptive study |
After TP, children showed more positive behaviors, cooperating with the procedures, and working with professionals (93.3%), with relaxed posture (93.3%), establishing a bond of trust with the professional (76.6%), and smiling while playing (70%) |
| Arvidsson, 2016 [ | Together with a self-selected avatar, the child sets out on a virtual journey from island to island (5 islands in total: “At the hospital,” “About managing things,” “My body,” “Thoughts and feelings,” and “Things one can be afraid of”) | Interactive computer-based communication tool with spoken texts, sounds, animations, and intuitively meaningful metaphors and pictures to represent symptoms and problems | Children with cancer (6–12 years old) | Not specified | Not reported | Not reported | Stage 1: translated original version of Sisom (Norwegian) into Swedish |
This study was a feasibility study and did not assess the health outcomes |
| Beltran, 2013 [ |
Knowledge-based minigames that enabled children to learn what constitutes desired behavior Goal-setting activities Problem-solving routines to enable children to determine Motivational statements tailored to a child’s values to enhance the child’s desire to make the goal-related lifestyle changes Games to enable children to select appropriate portions and aerobic-strength-enhancing physical activities | Video games used state-of-the-art software and three-dimensional computer graphics | Preadolescents with cancer and survivors (9–12 years old) | Not specified | Not reported | Computer games are played on computers loaned to the participants at their home. However, there was no detailed description on how to use the tool | Use-experience qualitative study |
This study was a feasibility study and did not assess the health outcomes |
| Bisignano, 2006 [ | Compact disc read-only memory (CD-ROM) was designed to help children learn about the medical procedure, includes four components: education/information, preprocedural preparation (video modeling), breathing exercises, and distracting imagery | CD-ROM, “Spotlight on IVs” | Children with hematological or oncological diagnosis (7–18 years old) | Not specified | Not reported | Participants had approximately 20 min to instruct on how to use the computer and CD-ROM. | Randomized controlled trial (RCT) |
CD-ROM reduced threat appraisals as measured by Threat Appraisal Questionnaire (TAQ) (intervention: mean ± standard deviation (SD) 83.50 ± 26.53 than at baseline mean ± SD 88.93 ± 22.92. While there was no significant difference in the control group (control: mean ± SD 90.81 ± 28.22 baseline, mean ± SD 93.38 ± 23.09. CD-ROM improved cognitive restructuring (KIDCOPE) t(21.973) = 2.38, There was no clear difference in fear (Children’s Fear Self-Report), behavioral distress (Procedural Behavioral Rating Scale (PBRS)), and pain (Children’s Pain Self-Report). |
| Fazalniya, 2017 [ | Hero and difficult struggle, championship is not related to hair, everything is calm, tales of lethargy and fatigue, tales of nausea and loss of appetite, inside of the body which contained healthy and unhealthy cells, and side effects of chemotherapy | Educational entertainment computer game, “The City of Dreams” | Not specified must be children with cancer | Not specified | Not reported | A training session was held for the children and parents regarding the content of the computer game, how to load it, and the entire process of installing and using the software. Then, to ensure that the children and parents had learned the mentioned steps, they were asked to perform the steps for the researcher | RCT |
Cancer-related computer game increased quality of life (QOL), the Pediatric Quality of Life Inventory (PedsQL) 3.0 Cancer Module children self-report, compared with standard care after the intervention (intervention group: mean ± SD, 51.10 ± 18.80, control group: 43.10 ± 14.70), |
| Frygner-Holm, 2020 [ | First story stem was based on imagination, the second was based on affect, and the third was medical play made up from variety of situations commonly experienced by children undergoing treatment for cancer | Pretend play using a variety of medical play toys and nonmedical play toys | Children with cancer (4–10 years old) | A project of international collaboration | Not reported This intervention needs the play facilitator | The play facilitator and child were alone in the room and they instructed children | Mixed method |
Pretend play increased self-efficacy (developed scale) for all participants after the play intervention Three patients did not change the Health-Related QOL score (Generic Health-Related Quality of Life (HRQOL)) and one increased There was no adverse event or increased worrying |
| Fuemmeler, 2020 [ | Application (app) includes (1) an app and backend administrative dashboard; (2) brief phone meetings with a health coach; and (3) educational print materials for each child and parent | Smartphone applications, “The Mila Blooms” | Childhood survivors, aged 12–17 years old | Not specified | Not reported | There was a description about usage for the study participants. However, there was no description for general | Quasi-experimental single-group pretest/posttest |
App decreased moderate to vigorous physical activity (triaxial accelerometers (ActiGraph GT3X+ activity monitor)) from pre to post App increased sedentary activity and fruits and vegetables self-efficacy (The PACE Adolescent Psychosocial Measures) from pre to post |
| Jones, 2010 [ | Although there was a description about recommendation from adolescents, parents, and healthcare professionals, there was no detailed description | CD-ROM | Adolescents with solid tumors (12–18 years old) | Consulting company and healthcare professionals | Not reported | The user can navigate easily from one area to another throughout the CD-ROM, using TV screens or menus. A glossary is included to explain specific terms (highlighted in the text), and games are included throughout the CD-ROM | RCT |
CD-ROM improved Health Locus of Control (Wallston Multidimensional Health Locus of Control Scale B (MHLC-B)) compared with Handbook group ( There was no significant group difference on QOL (Pediatric Oncology Quality of Life Scale: POQOLS), Self-efficacy (degree of confidence to perform), coping (KIDCOPE (Older Version)), or Cancer Knowledge measures (developed questionnaire) between pre-post scores. |
| Kato, 2008 [ | Destroying cancer cells and managing common treatment-related adverse effects such as bacterial infections, nausea, and constipation by using chemotherapy, antibiotics, antiemetics, and a stool softener as ammunition | Personal computer game, “Re-Mission” | Adolescents and young adults, aged 13–29 years old | HOPELAB: a team of behavioral scientists, designers, impact investors, and digital tech experts | The players control a nanobot, “Roxxi,” in three-dimensional environments within the bodies of young patients with cancer. However, there was no detail description on how to use the tool | RCT |
Cancer-related computer game increased in antibiotic adherence (oral TMP/SMX, MEMS-cap monitoring) (intervention group: mean ± SD, 34.4 ± 2.5 doses, control group: 29.5 ± 2.6 doses, There was no difference on general treatment adherence (Chronic Disease Compliance Instrument (CDCI)), oral chemotherapy adherence (6MMP concentrations), QOL (Pediatric Quality of Life self-report instrument (PQL)), perceived stress scale, and health locus of control (Multidimensional Health Locus of Control Scale Form C) between cancer-related computer game group and no cancer-related game group | |
| Li, 2011 [ | A variety of group playing activities, in particular, involves using virtual reality through interactive simulations created by computer hardware and software to present children to engage in environments that appear and feel similar to re-al-work objects and events | Therapeutic play (TP) using virtual reality computer games by research nurses in the playroom | Children with cancer (8–16 years old), were undergoing active treatment | Not specified | Not reported | Not reported | Pre- and post- test with control group |
TP reduced depression (Center for Epidemiologic Studies Depression Scale for Children (CES-DC)) on day 7 compared with usual care (therapeutic group: 20.60, control group: 25.97) There was no clear difference in anxiety (short form of the Chinese Version of the State Anxiety Scale for Children (CSAS-C)) between therapeutic play and usual care (therapeutic group: 19.48, control group: 21.06) |
| Linder, 2021 [ | The app supports the report of the prevalence, severity, and associated bother of eight general symptoms: pain, nausea, vomiting, fatigue, difficulty sleeping, appetite changes, coughing, and dizziness. | Game-based symptom-reporting app, “Color Me Healthy” | Children with cancer (6–12 years old), were undergoing active treatment | Not specified; however, children and clinicians provided input regarding symptoms | Not reported | Children receive up to two daily rewards: one for logging into the app and a second for completing key daily tasks within the app. However, there was no detailed description of how to use the tool | Verification of children’s app usage and interview survey |
This study was a feasibility study. Thus, there was no assessment of health outcomes |
| O’Conner-Von, 2009 [ | Core components of the program include information about (a) cancer, (b) cancer treatment, (c) feelings about having cancer, (d) dealing with friends and school, (e) healthy coping strategies, and (f) advice from the adolescent cancer experts | Web-based educational program “Coping with Cancer” | Children with cancer (10–16 years old) | Not specified | Not reported | Not reported | Not assessed, but they planned a field test of the program next |
This study was a feasibility study. Thus, there was no assessment of health outcomes |
| Pitillas, 2018 [ | There are components related to these aims. | Psychoanalytic PT | Children with cancer (18 months-14 years old) | Not specified | Not reported | Not reported | Not reported |
This study just described play therapy. Thus, there was no report on the impact of communication tool on health outcomes |
| Sajjad, 2014 [ | The main theme is that the patient hits the enemy character through the powerful use of weapons (white blood cells). The enemy character (a brain tumor) is targeted and destroyed, increasing the patient’s health bar. | 3D Graphical Imagery Therapy game | Children with a brain tumor, (10–14 years old) | Not specified | Not reported | The clinical psychologist instructed the game to the patients. However, there was no detailed description of how to use the tool | Quasi-experimental controlled pretest/posttest |
The 3D game improved self-conceptualization (Beck Self Concept Inventory For Youth) (Intervention group: 76.4%, control group: 53.2%) The 3D game reduced anxiety (Beck Anxiety Inventory For Youth) (Intervention group: 35.5%, control group: 48.6%), depression (Beck Depression Inventory For Youth) (Intervention group: 39.0%, control group: 49.4%), anger (Beck Anger Inventory For Youth) (Intervention group: 40.9%, control group: 43.3%), and disruptive behavior (Beck Disruptive Behavior inventory For Youth) (Intervention group: 48.1%, control group: 51.6%) |
| Sposito, 2016 [ | 1. The making of the puppet by the child, followed by the child interview using the puppets. | Interviews (54–71 min) using puppets | Children with cancer (7–12 years old) | Researcher | Not reported | Making of the puppet and following the child’s interview using the puppets | Use-experience qualitative study |
The use of puppets facilitated the children’s expression of feelings and their verbal communication. Children could express their experiences in the hospital to the researchers. |
| Tyc, 2003 [ | Educational video that discussed the short- and long-term physical and social consequences of tobacco use; late effects risk counseling focused on potential chemotherapy and radiation treatment-related toxicities that can be exacerbated by tobacco use and the survivors’ increased vulnerability to tobacco-related health risks relative to their healthy peers | Educational video to reduce intentions to use tobacco among pediatric cancer survivors, Qualitative study | Preadolescents and adolescents with cancer (Not specified the ages) | Not specified | Not reported | A master’s level psychologist provided the intervention over 50–60 min, and a trained research nurse conducted the follow-up telephone counseling. However, there was no detailed description of how to use the tool | RCT |
Risk counseling intervention improved knowledge related to the adverse consequences associated with tobacco use (intervention group: mean ± SD, 24 ± 1.4, standard care group: 22.7 ± 2.4), perceived vulnerability to tobacco-related health risks (Intervention group: mean ± SD, 35.9 ± 4.6, standard care group: 32.5 ± 5.7), and decreased intention to use tobacco (intervention group: mean ± SD, 7.8 ± 4.0, standard care group: 10.0 ± 3.9) at 12 months ( There was no clear difference in knowledge, perceived vulnerability, and intention at 6 months. |
| Wiener, 2011 [ | ShopTalk consists of a colorful board with ten stores, each with a set of 15 question cards related to the theme of the individual store (150 questions total) | Therapeutic game, “Shop Talk” | Children with cancer (7–16 years old) | Researcher | It was distributed for the pilot study. However, there was no description of the access to general | Players roll the dice to move their “shopping bag” piece around the board, attempting to enter each store, at which point they become a “customer” and are asked a question by another player. However, there was no detailed description of how to use the tool | They planned a randomized controlled trial as a next step |
This study was a feasibility study. Thus, there was no assessment of health outcomes |
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| Dragone, 2002 [ | The Get Better Place (research studies, medicines, treatment, health care team), Help Yourself (areas in which children can exert some control, including nutrition, preventing infections, pain control, creative arts, and relaxation techniques), The Testing Center (bone marrow tests and spinal taps, blood tests, radiology tests, heart testing, and vital signs), The Filland Fly (red blood cells, white blood cells, and platelets), The Space Mall (changes in appearance, central venous catheters, anatomy and physiology, and resource/reference section), and The Movies (video hospital tour, living with leukemia, expert explanation of leukemia, and siblings’ views of leukemia) | CD-ROM, “Kidz with Leukemia: A Space Adventure” | Children with leukemia, (4–11 years old) and their families | Healthcare professionals | Not reported | The intervention group received the CD-ROM, Kidz with Leukemia: A Space Adventure, to use for approximately 3 months. However, there was no detailed description on how to use the tool | RCT |
Children in the CD-ROM group, compared with those in the book group, showed increased feelings of control over their health (leukemia children’s health locus of control (LCHLC)). |
| Greenspoon, 2019 [ | Relevant anatomy, physiology of ovulation, egg retrieval, and process of cryopreservation | 7-minute whiteboard video with hand-drawn sketches in full color | Patients with cancer, (13–39 years old) and parents | Not specified | Not reported | Not reported | Questionnaires survey |
There was an association between younger age and greater improvement in general knowledge scores on fertility preservation ( |
| Kock, 2015 [ | Disease, a reminder service for follow-up examinations, and a calendar function to coordinate these examinations | Android mobile application | Children with childhood cancer (>15 years old) and their relatives | Not specified | Not reported | Not reported | Questionnaire survey: usability questionnaires following the ISO 9241/110 norm |
This study was a feasibility study. Thus, there was no assessment of health outcomes |
| Murphy, 2012 [ | Cancer-related infertility and the options available for pediatrics based on available literature and existing brochures from Moffitt Cancer Center, Fertile Hope, and the Onco-fertility Consortium | Gender concordant brochures | Pediatric oncology patients and parents | Not specified | Not reported | Not reported | Interview survey |
This study was a feasibility study. Thus, there was no assessment of health outcomes |
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| No communication tool was identified. | ||||||||
Footnote: the background is used for visibility. CDCI: Chronic Disease Compliance Instrument, CD-ROM: compact disc read-only memory, CES-DC: Center for Epidemiologic Studies Depression Scale for Children, CSAS-C: Chinese Version of the State Anxiety Scale for Children, HRQL: Health-Related Quality of Life, LCHLC: leukemia children’s health locus of control, MHLC-B: Multidimensional Health Locus of Control Scale B, TAQ: Threat Appraisal Questionnaire TP: therapeutic play, PedsQL: the Pediatric Quality of Life Inventory, PBRS: Procedural Behavioral Rating Scale, POQOLS: Pediatric Oncology Quality of Life Scale, PQL: Pediatric Quality of Life self-report instrument, RCT: randomized controlled trials, SD: standard deviation.