Improving Patient Engagement in Mental Health Services
Hybrid Type II Implementation Trial
Age 18 years or older [+1]
Active suicidal intent requiring immediate emergency intervention
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Hybrid Type II Implementation Trial
Age 18 years or older [+1]
Active suicidal intent requiring immediate emergency intervention
Engaging families in patient care during serious illness can enhance care quality, reduce social isolation, boost satisfaction, and lower healthcare costs. However, active involvement of family caregivers remains limited because there are no evidence-based tools to guide clinicians on how to include them effectively. This study will test and refine previously developed point-of-care application, Family Room, and determine its effectiveness by comparison with a control group. A series of surveys will be used to evaluate caregiver well-being, engagement and satisfaction.
19 years of age or older [+2]
The study aims to determine the effect of digital interactive classroom using thinqi platform on undergraduate critical care nursing students' knowledge retention and engagement
Nursing students (100) who will be registered in the second academic level and e...
Other nursing students who will be registered in other academic levels and other...
Attrition and user engagement are two challenges that eHealth interventions struggle with. Attempts to address this have been previously made through gamification, instructional design and using different types of incentives. Overall, any type of reward, be it non-financial or monetary is better than the controls, but the latter usually produce a greater effect. It is also worth mentioning that having an affective value attached to the reward itself is also important to user retention and engagement. Given the ever-increasing interest in cryptocurrency and its current relevance, the present study - a randomized clinical trial with three arms - aims to compare cryptocurrency to non-monetary rewards regarding their effectiveness in reducing attrition and increasing engagement. In order to do this, a mental-health computerized intervention will be developed, in which the users will have to complete several modules, during which time they will be rewarded either with cryptocurrency, sweepstake rewards (e.g., vouchers), or nothing.
English speaking