NCT06291688

Brief Summary

The goal of this clinical interventional study is to compare the efficacy of mobile healthcare education in two ways (game-based or text-based) to improve cutaneous self-care capability in cancer patients receiving EGFR-based target therapy. The main questions it aims to answer are: Impact of different mobile healthcare education ways on cutaneous self-care capability of patients Impact of different mobile healthcare education ways on learning motivation of patients towards cutaneous self-care knowledge and skills Participants will be randomly divided into two groups. Both groups will download a healthcare education application on their phone. One group will accept the education about the knowledge and self-care skills of cutaneous adverse drug reaction by playing game. In contrast, the other group will accept the same education content by reading text on the phone. Subjects will be asked to use the application at home for two weeks after giving consent to participate this study, and then completed questionnaire three times during study period. The timepoints of completing questionnaire are listed following: Baseline / pre-intervention test (after signing informed consent form, D1) First post-intervention test (after finishing intervention, D15) Second post-intervention test (D30) Researchers will compare game group and text group to see if game group has better performance on cutaneous self-care capability and learning motivation.

Trial Health

57
Monitor

Trial Health Score

Automated assessment based on enrollment pace, timeline, and geographic reach

Trial has exceeded expected completion date
Enrollment
110

participants targeted

Target at P50-P75 for not_applicable

Timeline
Completed

Started Jan 2024

Typical duration for not_applicable

Geographic Reach
1 country

1 active site

Status
recruiting

Health score is calculated from publicly available data and should be used for screening purposes only.

Trial Relationships

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Study Timeline

Key milestones and dates

Study Start

First participant enrolled

January 26, 2024

Completed
10 days until next milestone

First Submitted

Initial submission to the registry

February 5, 2024

Completed
28 days until next milestone

First Posted

Study publicly available on registry

March 4, 2024

Completed
1.8 years until next milestone

Primary Completion

Last participant's last visit for primary outcome

December 31, 2025

Completed
1 month until next milestone

Study Completion

Last participant's last visit for all outcomes

January 31, 2026

Completed
Last Updated

March 4, 2024

Status Verified

February 1, 2024

Enrollment Period

1.9 years

First QC Date

February 5, 2024

Last Update Submit

February 26, 2024

Conditions

Keywords

Mobile Healthcare educationGame-based learningSelf-care capabilityLearning motivationQuality of life

Outcome Measures

Primary Outcomes (1)

  • Change from baseline in the score of cutaneous adverse drug reaction (CADR) knowledge on researcher-designed questionnaire at Day 15 and Day 30.

    Comparing the improvement of CADR knowledge between different groups

    Day 1, Day 15, Day 30

Secondary Outcomes (4)

  • Investigate the learning motivation towards CADR by self-designed questionnaire at Day 15

    Day 15

  • Change from baseline in the score of the quality of life on DLQI questionnaire at Day 15 and Day 30

    Day 1, Day15, Day 30

  • Investigate the user-experience of the mobile healthcare education APP by researcher-designed questionnaire at Day 15.

    Day 15

  • Change from baseline in the score of the self-care measurement adherence on researcher-designed questionnaire at Day 15 and Day30.

    Day1, Day15, Day30

Other Outcomes (1)

  • The correlation among APP usability, learning motivation and self-care capability.

    Day 1, Day 15, Day 30

Study Arms (2)

Game group

EXPERIMENTAL

An educational game regarding common EGFR-related cutaneous adverse drug reactions on a mobile APP

Behavioral: Mobile healthcare education game

Text group

PLACEBO COMPARATOR

An educational text regarding common EGFR-related cutaneous adverse drug reactions on a mobile APP

Behavioral: Mobile healthcare education application

Interventions

Game group will download an APP on a smart phone and play the mobile game which contains the educaitonal content regarding EGFR-related cutaneous adverse drug reactions.

Game group

Text group will download an APP on a smart phone and open the APP to see the text regarding EGFR-related cutaneous adverse drug reactions.

Text group

Eligibility Criteria

Age18 Years+
Sexall
Healthy VolunteersNo
Age GroupsAdult (18-64), Older Adult (65+)

You may qualify if:

  • Adults whose age is above 18.
  • Patients are receiving EGFR-base target drugs now.
  • Patients can use smart phone.

You may not qualify if:

  • Patients with visually impaired, hearing impared or other health related factors cause inability to use smart phone.
  • Patients cannot understand study aims and procedures by communicating in Mandarin or Taiwanese.
  • Patients cannot follow study procedures.

Contact the study team to confirm eligibility.

Sponsors & Collaborators

Study Sites (1)

National Taiwan University Hospital

Taipei, 100225, Taiwan

RECRUITING

MeSH Terms

Conditions

Drug-Related Side Effects and Adverse ReactionsNeoplasms, Second PrimaryNeoplasms

Condition Hierarchy (Ancestors)

Chemically-Induced Disorders

Study Officials

  • Jung-Chen Chang, Phd

    National Taiwan University

    PRINCIPAL INVESTIGATOR

Central Study Contacts

Study Design

Study Type
interventional
Phase
not applicable
Allocation
RANDOMIZED
Masking
SINGLE
Who Masked
PARTICIPANT
Purpose
OTHER
Intervention Model
PARALLEL
Sponsor Type
OTHER
Responsible Party
SPONSOR

Study Record Dates

First Submitted

February 5, 2024

First Posted

March 4, 2024

Study Start

January 26, 2024

Primary Completion

December 31, 2025

Study Completion

January 31, 2026

Last Updated

March 4, 2024

Record last verified: 2024-02

Data Sharing

IPD Sharing
Will not share

Locations