2022
DOI: 10.1016/j.japh.2021.10.016
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Engaging youth in the design of prescription opioid safety education for schools

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Cited by 6 publications
(3 citation statements)
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References 48 publications
(23 reference statements)
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“…Previous work by the study team has focused on the development of MedSMARxT wherein community-based participatory research was used to elucidate adolescent knowledge gaps and preferences for education on medication safety [ 39 ]. Adolescents most frequently reported web searches, parents, health care providers, and web-based videos as resources for medication safety information, which highlights the integral position of parents and health care professionals such as pharmacists in ensuring appropriate and correct education for adolescents [ 39 ]. In prior studies on adolescent receptiveness to using educational games to improve medication knowledge, nearly 80% of adolescent participants indicated they would be receptive to using an educational game [ 40 ].…”
Section: Discussionmentioning
confidence: 99%
“…Previous work by the study team has focused on the development of MedSMARxT wherein community-based participatory research was used to elucidate adolescent knowledge gaps and preferences for education on medication safety [ 39 ]. Adolescents most frequently reported web searches, parents, health care providers, and web-based videos as resources for medication safety information, which highlights the integral position of parents and health care professionals such as pharmacists in ensuring appropriate and correct education for adolescents [ 39 ]. In prior studies on adolescent receptiveness to using educational games to improve medication knowledge, nearly 80% of adolescent participants indicated they would be receptive to using an educational game [ 40 ].…”
Section: Discussionmentioning
confidence: 99%
“…Most youth reported the levels to be realistic, appropriate for the adolescent demographic, and that the learning objectives were achievable and salient. 20 After initial refinements to the prototype, it was ready for rigorous evaluation in terms of efficacy and feedback among key stakeholders.…”
Section: Evaluating the Game Prototypementioning
confidence: 99%
“…After engaging with adolescents and young adults (AYAs), the study team utilized their perspectives to create MedSMA T: Adventures in PharmaCity. Initial playtests engaged AYAs to refine the game's prototype, demonstrating the salience of game objectives and early acceptance of this intervention in terms of design features and realism [36,37]. Further evaluation with a national sample of youth demonstrated that MedSMA T can improve adolescents' opioid knowledge, prescription disposal knowledge, behavioral intent, and self-efficacy related to opioid safety behaviors [38].…”
Section: Introductionmentioning
confidence: 99%