The experiences of young people with chronic illness in New Zealand: A qualitative study

2019 ◽  
Vol 45 (5) ◽  
pp. 660-669 ◽  
Author(s):  
Judith Sligo ◽  
Bernadette Jones ◽  
Cheryl Davies ◽  
Richard Egan ◽  
Tristram Ingham ◽  
...  
Youth Justice ◽  
2020 ◽  
pp. 147322542092376
Author(s):  
Kelly Howard ◽  
Clare McCann ◽  
Margaret Dudley

This qualitative study gives voice to rangatahi (young people) and their whānau (families) (n = 10) who have experienced communication assistance in the New Zealand youth justice system. Communication assistance is a form of specialist support for witnesses and defendants who have been identified as having communication difficulties; and is modelled on the role of the intermediary in England and Wales. The findings overall suggest that communication assistance has a valuable and ongoing role to play in the NZ youth justice system, and may be one means of addressing the rights and needs of those with communication difficulties who offend.


2021 ◽  
Author(s):  
Edgar Pacheco

Research on transition to higher education and young people with disabilities has increased in recent years. However, there is still limited understanding of transition issues and how digital technologies, such as social media and mobile devices, are used by this group of students to manage these issues. This article presents the findings of an empirical study that addressed this matter based on young people’s views and experiences. The qualitative study was conducted in the context of a group of students with vision impairments transitioning to a New Zealand university. The findings draw from observations, a researcher diary, focus groups, individual interviews, and data from social media. The study shows that, like their non-disabled peers, the students actively engaged with interactive and collaborative digital technologies to make sense, individually and collectively, of different transition issues before, during and after the first academic trimester of their university journey.Research on transition to higher education and young people with disabilities has increased in recent years. However, there is still limited understanding of transition issues and how digital technologies, such as social media and mobile devices, are used by this group of students to manage these issues. This article presents the findings of an empirical study that addressed this matter based on young people’s views and experiences. The qualitative study was conducted in the context of a group of students with vision impairments transitioning to a New Zealand university. The findings draw from observations, a researcher diary, focus groups, individual interviews, and data from social media. The study shows that, like their non-disabled peers, the students actively engaged with interactive and collaborative digital technologies to make sense, individually and collectively, of different transition issues before, during and after the first academic trimester of their university journey.


2016 ◽  
Vol 13 (1) ◽  
pp. 1-17 ◽  
Author(s):  
Dabesaki Mac-Ikemenjima

There is growing interest in the development of measures and indexes of youth wellbeing. However, there has been a limited discussion on indicators to measure and select them. This paper reports on the results of a qualitative study on the selection of indicators to measure the wellbeing of young people in South Africa, and reflects on the relevance of the content of their values in choosing indicators for measuring their wellbeing. The data used in this analysis is based on telephone (9) and email (6) interviews conducted with 15 young people (male=5, female=10) aged 22 to 32 from five South African cities during July 2010. In the interviews, participants were asked to identify five issues they considered important to their lives, after which they were asked to rank them in order of importance. The issues indicated by the participants are described and discussed in six dimensions: economic, relationships, spiritual and health, education, time use and material. The indicators developed from this study are discussed in terms of their relevance for use in a measure of youth wellbeing in South Africa.


2020 ◽  
Author(s):  
Hiran Thabrew ◽  
Karolina Stasiak ◽  
Harshali Kumar ◽  
Tarique Naseem ◽  
Christopher Frampton ◽  
...  

BACKGROUND Approximately 10% to 12% of New Zealand children and young people have long-term physical conditions (also known as chronic illnesses) and are more likely to develop psychological problems, particularly anxiety and depression. Delayed treatment leads to worse physical and mental healthcare, school absence, and poorer long-term outcomes. Recently, electronic health (eHealth) interventions, especially those based on the principles of Cognitive Behavior Therapy (CBT), have been shown to be as good as face-to-face therapy. Biofeedback techniques have also been shown to enhance relaxation during the treatment of anxiety. However, these modalities have rarely been combined. Young people with long-term physical conditions have expressed a preference for well-designed and technologically-based support to deal with psychological issues, especially anxiety. OBJECTIVE This study aimed to co-design and evaluate the (i) acceptability and (ii) usability of a CBT and biofeedback-based, 5-module eHealth game called ‘Starship Rescue’ and (iii) to provide preliminary evidence regarding its effectiveness in addressing anxiety and quality of life in young people with long-term physical conditions. METHODS Starship Rescue was co-designed with children and young people from a tertiary hospital in Auckland, New Zealand. Following this, 24 young people aged 10 to 17 years were enrolled in an open trial, during which they were asked to use the game for an 8-week period. Acceptability of the game to all participants was assessed using a brief, open-ended questionnaire, and more detailed feedback was obtained from a subset of 10 participants via semi-structured interviews. Usability was evaluated via the System Usability Scale (SUS) and device-recorded frequency and duration of access on completion of the game. Anxiety levels were measured prior to commencement, on completion of the game, and 3 months later using the Generalized Anxiety Disorder 7-item scale (GAD-7) and Spence Child Anxiety Scales (SCAS), and at the start of each module and at the end of the game using an embedded Likert/visual analog scale. Quality of life was measured prior to commencement and on completion of the game using the Pediatric Quality of Life Scale (PEDS-QL). RESULTS Users gave Starship Rescue an overall rating of 5.9 out of 10 (range 3-10 and a mean score of 71 out of 100 (SD 11.7; min 47.5; max 90) on the System Usability Scale (SUS). The mean time period for use of the game was just over 11-weeks (78.8 days, 13.5 hours, 40 minutes). Significant reductions in anxiety were noted between the start and end of the game on the GAD-7 (-4.6 (p=0.000)), SCAS (-9.6 (p=0.005)), and the Likert/visual analogue scales (-2.4 (p=0.001)). Quality of life also improved on the PedsQL scale (+4.3 (p=0.042)). All changes were sustained at 3-month follow-up. CONCLUSIONS This study provides preliminary evidence for Starship Rescue being an acceptable, usable and effective eHealth intervention for addressing anxiety in young people with long-term physical conditions. Further evaluation is planned via a more formal randomized controlled trial. CLINICALTRIAL Australian New Zealand Clinical Trials Network Registry (ANZCTR): ACTRN12616001253493p;https://www.anzctr.org.au/Trial/Registration/TrialReview.aspx?id=371443 (Archived by WebCite at http://www.webcitation.org/6sYB716lf)


2014 ◽  
Vol 99 (Suppl 2) ◽  
pp. A83.2-A83
Author(s):  
B Carter ◽  
A Dickinson ◽  
K Ford ◽  
L Bray ◽  
J Arnott ◽  
...  

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