2020
DOI: 10.1016/j.yebeh.2020.107142
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Evaluation of the efficiency of the web-based epilepsy education program (WEEP) for youth with epilepsy and parents: A randomized controlled trial

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Cited by 24 publications
(19 citation statements)
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“…The Fordyce's 14 Fundamentals for Happiness Program could help individuals better understand their problems and more effectively cope with them through improving their logical thinking ability. Another study ( 28 ) evaluated the effectiveness of Web-based Epilepsy Education Program (WEEP), and the results showed that WEEP could improve caregivers' self-efficacy and reduce anxiety. WEEP could provide caregivers with information about epilepsy, treatment, and first aid, which was considered one of the most important components of epilepsy self-management to provide accurate, reliable, and accessible information sources that were not limited by time and space.…”
Section: Discussionmentioning
confidence: 99%
“…The Fordyce's 14 Fundamentals for Happiness Program could help individuals better understand their problems and more effectively cope with them through improving their logical thinking ability. Another study ( 28 ) evaluated the effectiveness of Web-based Epilepsy Education Program (WEEP), and the results showed that WEEP could improve caregivers' self-efficacy and reduce anxiety. WEEP could provide caregivers with information about epilepsy, treatment, and first aid, which was considered one of the most important components of epilepsy self-management to provide accurate, reliable, and accessible information sources that were not limited by time and space.…”
Section: Discussionmentioning
confidence: 99%
“…The 19 included studies enrolled a total of 1995 participants [32][33][34][35][36][37][38][39][40][41][42][43][44][45][46][47][48][49][50]. Of the papers that reported sufficient demographic data, the mean age was 12.4 years (range 3-18 years) and 55.6% of participants were male.…”
Section: Study Characteristicsmentioning
confidence: 99%
“…Intervention exposure time, including duration and frequency of sessions, varied greatly between studies. Ten groups were given per-protocol access to the technologies, standard across all participants [35][36][37][38][39]42,44,45,47,50], whereas nine were given unrestricted access for the duration of the study [32][33][34]40,41,43,46,48,49]. Intervention uptake was inconsistently reported; studies where this was included recorded uptake ranging from 50% to 93%, with video games exhibiting the highest interaction rates (mean = 84%).…”
Section: Intervention Typesmentioning
confidence: 99%
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