Clinical trial · Interventional
Applying Mobile Healthcare Education to Improve Cutaneous Self-care Capability
The Efficacy of Applying Mobile Healthcare Education to Improve Cutaneous Self-care Capability for Patients Receiving Targeted Therapy
- Source
- ClinicalTrials.gov
- Retrieved
- Sep 8, 2026
- Layer
- normalized (units and labels harmonized; values unchanged)
- Run
- ING-CLINICALTRIALS-20260908-000001
Summary
Brief summary (as posted)
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.
Conditions
Conditions (4)
Free-text conditions as registered, with the CancerIndex entity they were reconciled to and the match type.
| Condition (as posted) | Mapped entity | Match | Confidence |
|---|---|---|---|
| Cancer | Malignant Neoplasm | ALIAS | 0.90 |
| Cancer, Treatment-Related | Malignant Neoplasm | ALIAS | 0.85 |
| Drug-Related Side Effects and Adverse Reactions | — | UNRESOLVED | — |
| EGFR Gene Mutation | — | UNRESOLVED | — |
Interventions
Interventions (2)
| Intervention | Type | Mapped drug | Match |
|---|---|---|---|
| Mobile healthcare education application | Behavioral | — | UNRESOLVED |
| Mobile healthcare education game | Behavioral | — | UNRESOLVED |
Design
Arms and outcomes
Arms (2)
- type
- EXPERIMENTAL
- label
- Game group
- description
- An educational game regarding common EGFR-related cutaneous adverse drug reactions on a mobile APP
- interventionNames
- Behavioral: Mobile healthcare education game
- type
- PLACEBO_COMPARATOR
- label
- Text group
- description
- An educational text regarding common EGFR-related cutaneous adverse drug reactions on a mobile APP
- interventionNames
- Behavioral: Mobile healthcare education application
Primary outcomes (1)
- measure
- Change from baseline in the score of cutaneous adverse drug reaction (CADR) knowledge on researcher-designed questionnaire at Day 15 and Day 30.
Eligibility
Eligibility (as posted)
- Sex
- All
- Minimum age
- 18 Years
Show eligibility criteria text
Inclusion Criteria: * Adults whose age is above 18. * Patients are receiving EGFR-base target drugs now. * Patients can use smart phone. Exclusion Criteria: * 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.
References
Publications (0)
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