Enhancing children's health through digital story.
ABSTRACT Stories in all of their many forms, including books, plays, skits, movies, poems, and songs, appeal to individuals of all ages but especially the young. Children are easily engaged in stories, and today's generation of children, the millennium generation, demands interactive, multimedia-rich environments. Story as a teaching and learning technique is pervasive in the classroom but is infrequently used to promote health. Because of advancing technology, it is possible to create interactive digital storytelling programs that teach children health topics. Using digital storytelling in an interactive environment to promote health has not been tested, but there is empirical support for using story in health education and interactive technology to promote health. This article briefly reviews the literature and discusses how technology and storytelling can be joined to promote positive health outcomes.
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ABSTRACT: This article explores ethical considerations related to participatory visual and digital methods for public health research and practice, through the lens of an approach known as "digital storytelling." We begin by briefly describing the digital storytelling process and its applications to public health research and practice. Next, we explore 6 common challenges: fuzzy boundaries, recruitment and consent to participate, power of shaping, representation and harm, confidentiality, and release of materials. We discuss their complexities and offer some considerations for ethical practice. We hope this article serves as a catalyst for expanded dialogue about the need for high standards of integrity and a situated practice of ethics wherein researchers and practitioners reflexively consider ethical decision-making as part of the ongoing work of public health. (Am J Public Health. Published online ahead of print August 15, 2013: e1-e9. doi:10.2105/AJPH.2013.301310).American Journal of Public Health 08/2013; · 3.93 Impact Factor
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ABSTRACT: In this work, we report on findings from a study of pediatric diabetes in everyday life, aimed at better understanding the needs of children and their parents, and the role of interactive technology in supporting them. Through analysis of a series of in-depth interviews with parents, we identified a series of key challenges in developing tools designed to support everyday self-management. In particular, we focus on and discuss educational issues as they clearly emerged as a recurrent concern in our study.PervasiveHealth2014, Oldenburg, Germany; 05/2014
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ABSTRACT: This research is concerned with the problems and issues of pediatric Type 1 Diabetes Mellitus (T1DM) care from the perspective of children and their families, and it explores the potential of interactive technology design to empower the patient. This paper reports on the design research phase of the project which aims to outline the work completed in the first two phases (i.e. analysis and design) of a User-Centered Design (UCD) process, and how the design of an educational eBook for newly diagnosed children aged 8-12 years with type 1 diabetes links to the data collected. Methods of UCD, Participatory Design (PD), Design Probes (DP), Cooperative Inquiry (CI) and Informant Design (ID) were applied to support children and parents' participation as well as to examine the role of the users in the design process.IDC2014, Aarhus, Denmark; 06/2014