GRAPES: Trivia game increases sickle cell disease knowledge in patients and providers and mitigates healthcare biases

被引:0
|
作者
Ouyang, Amy [1 ]
Gadiraju, Manasa [2 ]
Gadiraju, Veda [3 ]
Power, Landon [4 ]
Gadiraju, Vinitha [5 ]
Liu, Gloria [6 ]
Guilliams, Kristin P. [1 ,4 ,7 ]
Binkley, Michael M. [1 ]
Badawy, Sherif M. [8 ,9 ]
Fields, Melanie E. [1 ,4 ]
机构
[1] Washington Univ, Sch Med, Dept Neurol, St Louis, MO 63119 USA
[2] Univ Missouri, Sch Med, Kansas City, MO 64108 USA
[3] Univ Washington, Sch Med, Seattle, WA USA
[4] Washington Univ, Sch Med, Dept Pediat, St Louis, MO 63119 USA
[5] Univ Colorado, Boulder, CO 80309 USA
[6] Rutgers State Univ, New Brunswick, NJ USA
[7] Washington Univ, Sch Med, Dept Radiol, St Louis, MO 63119 USA
[8] Ann & Robert Lurie Childrens Hosp Chicago, Div Hematol Oncol & Stem Cell Transplant, Chicago, IL USA
[9] Northwestern Univ, Dept Pediat, Feinberg Sch Med, Chicago, IL 60611 USA
关键词
Education; healthcare bias; sickle cell disease; STIGMA;
D O I
10.1002/pbc.29717
中图分类号
R73 [肿瘤学];
学科分类号
100214 ;
摘要
Background Patients with sickle cell disease (SCD) endure healthcare biases that are partially due to a lack of disease-specific education among healthcare providers. Furthermore, there is a paucity of age-appropriate health education materials for patients with SCD. To address this gap, we created the GRAPES tool (Game to Raise Awareness for Patient/Provider/Public Education of SCD; ) and hypothesized that utilization of the GRAPES tool will improve patient and provider SCD knowledge and mitigate healthcare bias. Procedure The GRAPES tool is an online, single-player trivia game. A feasibility study was conducted in pediatric patients with SCD at age 10 years or older and registered nurses. All participants were assessed for change in SCD-relevant knowledge and satisfaction post-gameplay. Providers were assessed for change in attitudes toward patients with SCD post-gameplay. Results Twenty-five patients and 25 providers were enrolled. All participants (P < 0.001), and specifically within the patient (P = 0.019) and provider (P < 0.001) cohorts, showed increased SCD knowledge post-gameplay. Both patients and providers reported high satisfaction with GRAPES. Provider negative attitudes were reduced (P = 0.007) post-gameplay without change in positive attitudes (P = 0.959). Providers demonstrated post-gameplay reduced (P = 0.001) belief that patients' changing behavior around providers indicates inappropriate drug-seeking behavior. Conclusions This study demonstrates the feasibility and acceptability of the GRAPES tool as a potential digital, behavioral intervention to provide educational materials for patients and their providers in different clinical settings, improve knowledge about SCD, and decrease stigma against patients with SCD in the healthcare setting.
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页数:8
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