Adapting Cognitive Behavioral Therapy for Adolescents in Iraq via Mobile Apps: A Qualitative Study of Usability and Outcomes (Preprint) DOI Creative Commons
Radhwan Hussein Ibrahim, Marghoob Hussein Yaas, Mariwan Qadir Hamarash

et al.

JMIR Pediatrics and Parenting, Journal Year: 2024, Volume and Issue: 8, P. e67137 - e67137

Published: Dec. 28, 2024

Abstract Background Mental health challenges, including anxiety and depression, are increasingly common among adolescents. Mobile (mHealth) apps offer a promising way to deliver accessible cognitive behavioral therapy (CBT) interventions. However, research on the usability effectiveness of explicitly tailored for adolescents is limited. Objective This study aimed explore usability, engagement, perceived mobile CBT app designed adolescents, focusing user experiences mental outcomes. Methods A qualitative was conducted with 40 aged 13‐19 years (mean age 15.8, SD 1.9 years; 18/40, 45% male; 22/40, 55% female) who engaged 4 weeks. diagnoses included (20/40, 50%), depression (15/40, 38%), both (5/40, 13%). Of these, 10 (25%) participants had previous experience. Feedback gathered through focus groups individual interviews, thematic analysis identified key themes related effectiveness. Quantitative data mood scores were analyzed paired t tests. Results The mean score 3.8 (SD 0.6), 3.9 0.7). Older (aged 16‐19 years) reported significantly higher 4.1, 0.4) 4.3, 0.5) compared younger 13‐15 ( P =.03). Females 4, 0.6) 4.2, 0.7) than males 3.6, 0.7, 3.5, 0.8, respectively; Participants prior experience 2.8 times odds reporting high (95% CI 1.6‐5; =.002) 3.1 1.7‐5.6; =.001). Usability challenges complex navigation interface design issues (12/40, 30%), content overload (8/40, 20%). Factors positively influencing engagement motivation driven by personal relevance 50%) gamification features (10/40, 25%), while lack personalization (14/40, 35%) external distractions (18/40, 45%) significant barriers. Mood improvement 38%) learning new coping skills 30%) most Conclusions shows potential improving adolescent health, initial improvements in anxiety. Future iterations should prioritize simplifying navigation, adding features, enhancing technical stability support long-term engagement.

Language: Английский

Adapting Cognitive Behavioral Therapy for Adolescents in Iraq via Mobile Apps: A Qualitative Study of Usability and Outcomes (Preprint) DOI Creative Commons
Radhwan Hussein Ibrahim, Marghoob Hussein Yaas, Mariwan Qadir Hamarash

et al.

JMIR Pediatrics and Parenting, Journal Year: 2024, Volume and Issue: 8, P. e67137 - e67137

Published: Dec. 28, 2024

Abstract Background Mental health challenges, including anxiety and depression, are increasingly common among adolescents. Mobile (mHealth) apps offer a promising way to deliver accessible cognitive behavioral therapy (CBT) interventions. However, research on the usability effectiveness of explicitly tailored for adolescents is limited. Objective This study aimed explore usability, engagement, perceived mobile CBT app designed adolescents, focusing user experiences mental outcomes. Methods A qualitative was conducted with 40 aged 13‐19 years (mean age 15.8, SD 1.9 years; 18/40, 45% male; 22/40, 55% female) who engaged 4 weeks. diagnoses included (20/40, 50%), depression (15/40, 38%), both (5/40, 13%). Of these, 10 (25%) participants had previous experience. Feedback gathered through focus groups individual interviews, thematic analysis identified key themes related effectiveness. Quantitative data mood scores were analyzed paired t tests. Results The mean score 3.8 (SD 0.6), 3.9 0.7). Older (aged 16‐19 years) reported significantly higher 4.1, 0.4) 4.3, 0.5) compared younger 13‐15 ( P =.03). Females 4, 0.6) 4.2, 0.7) than males 3.6, 0.7, 3.5, 0.8, respectively; Participants prior experience 2.8 times odds reporting high (95% CI 1.6‐5; =.002) 3.1 1.7‐5.6; =.001). Usability challenges complex navigation interface design issues (12/40, 30%), content overload (8/40, 20%). Factors positively influencing engagement motivation driven by personal relevance 50%) gamification features (10/40, 25%), while lack personalization (14/40, 35%) external distractions (18/40, 45%) significant barriers. Mood improvement 38%) learning new coping skills 30%) most Conclusions shows potential improving adolescent health, initial improvements in anxiety. Future iterations should prioritize simplifying navigation, adding features, enhancing technical stability support long-term engagement.

Language: Английский

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