Posts Tagged Health promotion
NARIC Accession Number: O21594. What’s this? Download article in Full Text .
Author(s): O’Sullivan, Paige.
Project Number: 90RT5021 (formerly H133B130014).
Publication Year: 2017.
Number of Pages: 5.
Abstract: This list identifies software applications (apps) that may be helpful in key areas in which students with and without mental health conditions may need additional support. Some of these apps are only for use on desktops, while most are available on iPhones or Android products.
Descriptor Terms: ACCOMMODATION, ASSISTIVE TECHNOLOGY, COMPUTER APPLICATIONS, COMPUTER-ASSISTED INSTRUCTION, HEALTH PROMOTION, MENTAL HEALTH, PSYCHIATRIC DISABILITIES, STUDENTS, TELECOMMUNICATIONS.
Can this document be ordered through NARIC’s document delivery service*?: Y.
Get this Document: http://tucollaborative.org/wp-content/uploads/2017/03/20-Apps-for-Student-Success.pdf.
Citation: O’Sullivan, Paige. (2017). 20 apps for student success. Retrieved 4/19/2019, from REHABDATA database.via Articles, Books, Reports, & Multimedia: Search REHABDATA | National Rehabilitation Information Center
Mobile health app developers increasingly are interested in supporting the daily self-care of people with chronic conditions. The purpose of this study was to review mobile applications (apps) to promote epilepsy self-management. It investigates the following:
- the available mobile apps for epilepsy,
- how these apps support patient education and self-management (SM), and
- their usefulness in supporting management of epilepsy.
We conducted the review in Fall 2017 and assessed apps on the Apple App Store that related to the terms “epilepsy” and “seizure”. Inclusion criteria included apps (adult and pediatric) that, as follows, were:
- developed for patients or the community;
- made available in English, and
- less than $5.00.
Exclusion criteria included apps that were designed for dissemination of publications, focused on healthcare providers, or were available in other languages. The search resulted in 149 apps, of which 20 met the selection criteria. A team reviewed each app in terms of three sets of criteria:
- epilepsy-specific descriptions and SM categories employed by the apps and
- Mobile App Rating Scale (MARS) subdomain scores for reviewing engagement, functionality, esthetics, and information; and
- behavioral change techniques.
Most apps were for adults and free. Common SM domains for the apps were treatment, seizure tracking, response, and safety. A number of epilepsy apps existed, but many offered similar functionalities and incorporated few SM domains. The findings underline the need for mobile apps to cover broader domains of SM and behavioral change techniques and to be evaluated for outcomes.
As technology becomes an ever more prevalent part of everyday life and population-based physical activity programmes seek new ways to increase lifelong engagement with physical activity, so the two have become increasingly linked. This book offers a thorough, critical examination of emerging technologies in physical activity and health, considering technological interventions within the dominant theoretical frameworks, exploring the challenges of integrating technology into physical activity promotion and offering solutions for its implementation.
Technology in Physical Activity and Health Promotion occupies a broadly positive stance toward interactive technology initiatives and, while discussing some negative implications of an increased use of technology, offers practical recommendations for promoting physical activity through a range of media, including:
- social media
- mobile apps
- global positioning and geographic information systems
- active videogames (exergaming)
- virtual reality settings.
Offering a logical and clear critique of technology in physical activity and health promotion, this book will serve as an essential reference for upper-level undergraduates, postgraduate students and scholars working in public health, physical activity and health and kinesiology, and healthcare professionals.
[Abstract] Evaluation of a Physical Activity Behavior Change Program for Individuals With a Brain Injury.
To investigate the effectiveness of a physical activity intervention for use within a comprehensive outpatient rehabilitation program for individuals with brain injury.
Quasi-experimental comparison group design with 3-month follow-up.
Comprehensive outpatient rehabilitation clinic that is a transitional setting between acute inpatient rehabilitation and community dwelling.
Individuals (N=47) with a brain injury were enrolled into either the intervention (n=22; 8 women, 14 men; mean age, 48.68y) or control group (n=25; 9 women, 16 men; mean age, 46.23y).
Consisted of an 8-week informational and social/behavioral program that focused on enabling individuals to become independently active. The control group completed the standard of care typically available to patients in comprehensive outpatient rehabilitation.
Main Outcome Measures
Behavioral Risk Factor Surveillance Survey self-report physical activity items, Exercise Self-Efficacy Scale, and Mayo-Portland Adaptability Inventory-4.
The intervention group reported significantly (P<.001) greater weekly activity, self-efficacy, and rehabilitation outcomes at the completion of the program as well as at the 3-month follow-up when compared with the control group. Significantly, individuals in the experimental group reported increasing their weekly activity from 45 minutes preprogram to 72 minutes postprogram (d=2.12; 95% confidence interval, 1.78–2.52), and 67 minutes at 3-month follow-up.
Findings suggest that the intervention may be effective in increasing the physical activity behaviors of individuals engaged in a comprehensive outpatient rehabilitation program after brain injury.
[ARTICLE] Smartphone apps to improve fitness and increase physical activity among young people: protocol of the Apps for IMproving FITness (AIMFIT) randomized controlled trial – Full Text HTML
Physical activity is a modifiable behavior related to many preventable non-communicable diseases. There is an age-related decline in physical activity levels in young people, which tracks into adulthood. Common interactive technologies such as smartphones, particularly employing immersive features, may enhance the appeal and delivery of interventions to increase levels of physical activity in young people. The primary aim of the Apps for IMproving FITness (AIMFIT) trial is to evaluate the effectiveness of two popular “off-the-shelf” smartphone apps for improving cardiorespiratory fitness in young people.
A three-arm, parallel, randomized controlled trial will be conducted in Auckland, New Zealand. Fifty-one eligible young people aged 14–17 years will be randomized to one of three conditions: 1) use of an immersive smartphone app, 2) use of a non-immersive app, or 3) usual behavior (control). Both smartphone apps consist of an eight-week training program designed to improve fitness and ability to run 5 km, however, the immersive app features a game-themed design and adds a narrative. Data are collected at baseline and 8 weeks. The primary outcome is cardiorespiratory fitness, assessed as time to complete the one mile run/walk test at 8 weeks. Secondary outcomes are physical activity levels, self-efficacy, enjoyment, psychological need satisfaction, and acceptability and usability of the apps. Analysis using intention to treat principles will be performed using regression models.
Despite the proliferation of commercially available smartphone applications, there is a dearth of empirical evidence to support their effectiveness on the targeted health behavior. This pragmatic study will determine the effectiveness of two popular “off-the-shelf” apps as a stand-alone instrument for improving fitness and physical activity among young people. Adherence to app use will not be closely controlled; however, random allocation of participants, a heterogeneous group, and data analysis using intention to treat principles provide internal and external validity to the study. The primary outcome will be objectively assessed with a valid and reliable field-based test, as well as the secondary outcome of physical activity, via accelerometry. If effective, such applications could be used alongside existing interventions to promote fitness and physical activity in this population.
Continue —> BMC Public Health | Full text | Smartphone apps to improve fitness and increase physical activity among young people: protocol of the Apps for IMproving FITness (AIMFIT) randomized controlled trial.