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1.
Games Health J ; 4(2): 136-44, 2015 Apr.
Article in English | MEDLINE | ID: mdl-26181807

ABSTRACT

OBJECTIVE: The purpose of this study was to test the feasibility and acceptability of a novel online adolescent substance abuse relapse prevention tool, "Arise" (3C Institute, Cary, NC). The program uses an innovative platform including interactive instructional segments and skill-building games to help adolescents learn and practice coping skills training strategies. MATERIALS AND METHODS: We conducted a pilot test with nine adolescents in substance abuse treatment (44 percent female) and a feasibility test with treatment providers (n=8; 50 percent female). Adolescents interacted with the program via a secure Web site for approximately 30 minutes for each of two instructional units. Treatment providers reviewed the same material at their own pace. All participants completed a questionnaire with items assessing usability, acceptability, understanding, and subjective experience of the program. RESULTS: Regarding feasibility, recruitment of this population within the study constraints proved challenging, but participant retention in the trial was high (no attrition). Adolescents and treatment providers completed the program with no reported problems, and overall we were able to collect data as planned. Regarding acceptability, the program received strong ratings from both adolescents and providers, who found the prototype informative, engaging, and appealing. Both groups strongly recommended continuing development. CONCLUSIONS: We were able to deliver the intervention as intended, and acceptability ratings were high, demonstrating the feasibility and acceptability of online delivery of engaging interactive interventions. This study contributes to our understanding of how interactive technologies, including games, can be used to modify behavior in substance abuse treatment and other health areas.


Subject(s)
Adolescent Behavior/psychology , Computer-Assisted Instruction/instrumentation , Secondary Prevention/methods , Substance-Related Disorders/therapy , Video Games , Adolescent , Adult , Feasibility Studies , Female , Health Personnel , Humans , Internet , Male , Middle Aged , Patient Compliance , Patient Selection , Pilot Projects , Self Care , Surveys and Questionnaires
2.
J Adolesc Health ; 39(5): 778-81, 2006 Nov.
Article in English | MEDLINE | ID: mdl-17046523

ABSTRACT

Prevention and treatment programs for runaways have been hindered by an inadequate population profile. Using Add Health data to determine 12-month prevalence and demographic predictors of running away, we found that over 6% of youths reported running away. Running was predicted by biological gender, age, region, urbanicity, and family structure.


Subject(s)
Family , Homeless Youth/statistics & numerical data , Adolescent , Age Distribution , Child , Female , Humans , Male , Sex Distribution , United States , Urban Population
3.
Contemp Educ Psychol ; 26(3): 418-428, 2001 Jul.
Article in English | MEDLINE | ID: mdl-11414729

ABSTRACT

This experiment addressed the question of how headings influence readers' memories for text content. College students read and recalled a 12-topic expository text. Half of the participants were trained to construct a mental outline of the text's topic structure as they read and then use their mental outlines to guide their recall attempts. The remaining participants did not receive such training. Half of the participants read a text containing headings before every subsection; the other half read the same text without headings. The results were that participants who received training and/or read the text with headings remembered text topics and their organization better than participants who received no training and read the text without headings. The results support the hypothesis that signals induce a change in readers' strategies for encoding and recalling text. Copyright 2001 Academic Press.

4.
J Abnorm Psychol ; 109(2): 321-330, 2000 May.
Article in English | MEDLINE | ID: mdl-10895570

ABSTRACT

Two studies compared comprehension of televised stories by 7- to 12-year-old boys with attention deficit/hyperactivity disorder (ADHD) and nonreferred comparison boys. Boys watched one show with toys present and one with toys absent. Visual attention was continuously recorded, and recall was tested after each show. Across studies, visual attention was high with toys absent but decreased sharply with toys present for boys with ADHD. Groups showed similar levels of cued recall of discrete units of information regardless of differences in attention. When recall tasks and television story structure required knowledge of relations among events, the reduced attention of boys with ADHD interfered with recall. Although visual attention of comparison boys also decreased to some extent with toys present, there was no such decrement in recall. Implications of the difficulties children with ADHD have in integrated story comprehension are discussed.


Subject(s)
Attention Deficit Disorder with Hyperactivity/psychology , Attention , Cognition , Memory , Case-Control Studies , Child , Cues , Humans , Male , Mental Recall , Television
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