Enhancing self-management in children with sickle cell disease through playing a CD-ROM educational game: a pilot study.
OBJECTIVE
To determine whether playing a simple CD-ROM educational game (developed specifically for children with sickle cell disease), improved children's knowledge and confidence in selected symptom management and practice.


METHODS
Twenty-two eligible children completed a pretest to determine knowledge and confidence levels, played the Sickle Cell Slime-O-Rama Game, then completed an identical posttest.


RESULTS
Significant increases in knowledge (t = 2.828, p =.010) and confidence (t = 3.759, p =.001) levels between pre- and posttests were identified.


CONCLUSIONS
It is promising that a simple, interacting CD-ROM game allowed children with sickle cell disease to quickly acquire knowledge about the disease and symptom management, and increased their confidence to apply this new knowledge. Results suggest the high utility of this tailored game to foster active self-management behaviors in this population.
Yoon
Saunjoo L
SL
University of Florida College of Nursing, Gainesville, FL, USA.
Godwin
Angela
A
D000293:Adolescent; D000755:Anemia, Sickle Cell / Q000517:prevention & control* / Q000523:psychology; D001294:Attitude to Health; D016251:CD-ROM / Q000592:standards; D002648:Child; D003194:Computer-Assisted Instruction / Q000379:methods*; D005260:Female; D005431:Florida; D007722:Health Knowledge, Attitudes, Practice; D006301:Health Services Needs and Demand; D006801:Humans; D008297:Male; D024802:Nurse's Role; D015402:Nursing Education Research; D010353:Patient Education as Topic / Q000458:organization & administration*; D010371:Pediatric Nursing / Q000458:organization & administration; D010865:Pilot Projects; D002666:Psychology, Child; D012648:Self Care / Q000523:psychology*; D020377:Self Efficacy; D011795:Surveys and Questionnaires; D013664:Teaching Materials; D018910:Video Games / Q000523:psychology / Q000592:standards