CClinicalTrials.gg
RecruitingNCT06291688Updated Mar 4, 2024

Applying Mobile Healthcare Education to Improve Cutaneous Self-care Capability

An interventional study of Mobile healthcare education game and Mobile healthcare education application in EGFR Gene Mutation, Drug-Related Side Effects and Adverse Reactions and Cancer, Treatment-Related, sponsored by National Taiwan University Hospital. Recruiting at 1 site in Taiwan. Open to participants aged 18 Years and older. Per ClinicalTrials.gov, last updated 2024-03-04.

Sponsored by National Taiwan University Hospital · Not applicable, Interventional, and Other

From the registry’s dates

  • Primary completion was expected by Dec 2025, 9 months ago, but the record still lists the study as recruiting.
  • Started Jan 2024; still recruiting 2 years 8 months later.
Phase
Not applicable
Study type
Interventional
Enrollment
110
Allocation
Randomized
Ages
18 Years and older
Sex
All
01

Study 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.

Read the detailed description

This study is a randomized controlled study. Researchers use a random assignment, parallel two-group pre-test and post-test design to conduct a 1-month interventional study regarding giving health education to patients receiving EGFR-targeted drugs. A total of 3 questionnaires were collected to compare the learning efficacy of giving health education through mobile game and through text. Learning motivation, compliance with prevention care measures, the quality of life and the user experience will be also discussed.

Once the subjects sign the Informed Consent Form, they will be asked to conduct the pre-test questionnaire (D1). Then, the block-randomized assignment will be used to divide subjects into the experimental group or the control group. Both the experimental group and the control group downloaded a health educational APP, regarding cutaneous adverse drug reactions related to EGFR-targeted drugs, on their mobile phones.

After randomization, the researchers will give subjects a randomly generated 4-digit code. Subjects can use this code to log in the APP. After log-in, the subjects in the experimental group will see the interface of an educational game. Meanwhile, the subjects in the control group will see the interface of the text of educational content. Subjects will be asked to play the game or read the text at home for 2 weeks. The subjects will not know the difference between the experimental group and the control group, nor will they know whether they are assigned to the experimental group or the control group, thus maintaining the blindness of the subjects.

After 2 weeks, subjects will be asked to do the first post-test questionnaire (D15) to explore the short-term effect of the APP. Then, they will be encouraged to keep using the APP during the following 2 weeks. At D30, subjects will be asked to do the first post-test questionnaire (D15) to investigate the long-term effect of the APP.

02

Conditions studied

  • EGFR Gene Mutation
  • Drug-Related Side Effects and Adverse Reactions
  • Cancer, Treatment-Related
  • Cancer

Keywords

  • Mobile Healthcare education
  • Game-based learning
  • Self-care capability
  • Learning motivation
  • Quality of life
03

In context

Neoplasms, Second Primary

247 studies on the registry are indexed under Neoplasms, Second Primary; 48 are open to participants now.

This study's planned enrollment of 110 is above the median of 48 across 173 interventional studies indexed under Neoplasms, Second Primary.

Browse Neoplasms, Second Primary studies →

Lead sponsor

National Taiwan University Hospital is the lead sponsor of 2,563 studies on the registry; 569 are open to participants now.

Of its 11 completed or terminated interventional studies of FDA-regulated products, 2 (18%) have results posted.

Counted across the registry records on this site, refreshed daily.

04

Who can participate

Ages eligible
18 Years and older
Sexes eligible
All
Accepts healthy volunteers
No

Inclusion criteria

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

Exclusion criteria

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.
05

Study design

Phase
Not applicable
Primary purpose
Other
Allocation
Randomized
Intervention model
Parallel assignment
Masking
Single (Participant)
Enrollment
110 participants (estimated)

Study arms

  • Experimental
    Game group

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

    Behavioral: Mobile healthcare education game

  • Placebo comparator
    Text group

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

    Behavioral: Mobile healthcare education application

Interventions

  • BehavioralMobile healthcare education game

    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.

  • BehavioralMobile healthcare education application

    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.

06

What researchers measure

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

    Time frame: Day 1, Day 15, Day 30

Secondary outcomes

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

    Compare learning motivations between different groups towards CADR

    Time frame: Day 15

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

    Compare the quality of life between different groups

    Time frame: Day 1, Day15, Day 30

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

    Confirm the usability and game-experience of mobile healthcare education APP.

    Time frame: Day 15

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

    Compare the self-care measurement adherence between different groups

    Time frame: Day1, Day15, Day30

Other outcomes

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

    Investigate the correlation among game usability, learning motivation and self-care capability.

    Time frame: Day 1, Day 15, Day 30

07

Study locations

1 of 1 sites recruiting
  • National Taiwan University Hospital
    Taipei, 100225, Taiwan
    Recruiting
08

References and documents

Individual participant data

Plan to share: No

No publications or documents are linked to this record.

09

Updates

Tracking since Sep 25, 2026
No changes since tracking began. The registry record was last updated on Mar 4, 2024, before this site started recording changes on Sep 25, 2026. Its history is on ClinicalTrials.gov ↗
10

Registry details

Key details

Study ID
NCT06291688
Lead sponsor
National Taiwan University Hospital
Responsible party
Sponsor
First posted
Mar 4, 2024
Start date
Jan 26, 2024
Primary completion
Dec 31, 2025 (estimated)
Completion
Jan 31, 2026 (estimated)
Last update
Mar 4, 2024

Study contacts

Xin-Yi Lin
Contact
r11426019@ntu.edu.tw
886988619601
Jung-Chen Chang, Phd
principal investigator · National Taiwan University

Oversight

Data monitoring committee
No
FDA-regulated drug
No
FDA-regulated device
No
View the source record on ClinicalTrials.gov ↗

Interested in this study?

Eligibility is decided by the study team. Share this record with your doctor or contact the team directly.

Contact study team

Follow this study

Get an email when the registry record changes — status, dates, results — or when someone posts here.

Sign in to follow

Discussion

Questions and observations about this study, from anyone following it. Not medical advice, and not a channel to the study team — their contact details are on the registry record.

Sign in to join the discussion. Reading takes no account; posting does. You choose a display name, and a pseudonym is the default.

Nothing here yet. If you are running this trial, taking part in it, or weighing whether to, this is the place to say so.

Start the discussion