Literature DB >> 31769723

Kaizen: Interactive Gaming for Diabetes Patient Education.

Michele H Talley1, Nicole Ogle1, Nancy Wingo1, Cathy Roche1, James Willig2.   

Abstract

Objective: An estimated 100 million Americans have diabetes, undiagnosed diabetes, a high risk of being diagnosed with diabetes, or prediabetes. Many complications can arise if diabetes is poorly managed. Hence, the need for adequate knowledge, skills, and ability to care for oneself, known as diabetes self-care management, is needed to reduce complication rates. We used an interactive platform that incorporates principles of gamification to enhance user engagement to enhance diabetes knowledge. The purpose of this descriptive pilot study was to discover what adult patients with diabetes thought about this novel educational approach to diabetes education. Materials and
Methods: We collected focus group data from participants at a diabetes clinic after they played an interactive diabetes trivia game, on our software platform (Kaizen Education). Transcripts were coded and common themes were identified.
Results: We conducted 9 focus groups that included 33 adult (age >18) participants who had diabetes. An overarching theme of play/gaming as a form of learning was apparent, and after analyzing the coding several themes emerged, including preferences and desired environments (clinic and home) for learning, desired players (including family, significant others), and a good balance of question difficulty. Conclusions: Participants were overwhelmingly positive about gamified education and felt empowered to lead discussions with their health care providers about diabetes self-care education, in a sense "flipping" the traditional clinic patient education paradigm. These results suggested that a flipped clinic approach could be beneficial, empowering, and engaging for patients.

Entities:  

Keywords:  Diabetes education; Game platforms; Kaizen

Mesh:

Year:  2019        PMID: 31769723      PMCID: PMC6882451          DOI: 10.1089/g4h.2018.0107

Source DB:  PubMed          Journal:  Games Health J        ISSN: 2161-783X


  18 in total

1.  Gamification as a tool for resident education in otolaryngology: A pilot study.

Authors:  David Alexander; Michelle Thrasher; Brian Hughley; Bradford A Woodworth; William Carroll; James H Willig; Do-Yeon Cho
Journal:  Laryngoscope       Date:  2018-11-13       Impact factor: 3.325

2.  Using focus groups in medical education research: AMEE Guide No. 91.

Authors:  Renée E Stalmeijer; Nancy Mcnaughton; Walther N K A Van Mook
Journal:  Med Teach       Date:  2014-07-29       Impact factor: 3.650

Review 3.  2017 National Standards for Diabetes Self-Management Education and Support.

Authors:  Joni Beck; Deborah A Greenwood; Lori Blanton; Sandra T Bollinger; Marcene K Butcher; Jo Ellen Condon; Marjorie Cypress; Priscilla Faulkner; Amy Hess Fischl; Theresa Francis; Leslie E Kolb; Jodi M Lavin-Tompkins; Janice MacLeod; Melinda Maryniuk; Carolé Mensing; Eric A Orzeck; David D Pope; Jodi L Pulizzi; Ardis A Reed; Andrew S Rhinehart; Linda Siminerio; Jing Wang
Journal:  Diabetes Educ       Date:  2017-07-28       Impact factor: 2.140

4.  Using Data Analytics as Evidentiary Support for Financial Outcome Success in Nurse-Led Population-Based Clinics.

Authors:  Shea Polancich; Jason Williamson; Cynthia S Selleck; Michele Talley; Jennifer Frank; Connie White-Williams; Maria R Shirey
Journal:  J Healthc Qual       Date:  2017 Nov/Dec       Impact factor: 1.095

Review 5.  Role of video games in improving health-related outcomes: a systematic review.

Authors:  Brian A Primack; Mary V Carroll; Megan McNamara; Mary Lou Klem; Brandy King; Michael Rich; Chun W Chan; Smita Nayak
Journal:  Am J Prev Med       Date:  2012-06       Impact factor: 5.043

6.  Educational Analytics: A New Frontier for Gamification?

Authors:  Cathy C Roche; Nancy P Wingo; Andrew O Westfall; Andres Azuero; Donald M Dempsey; James H Willig
Journal:  Comput Inform Nurs       Date:  2018-09       Impact factor: 1.985

Review 7.  The Use of Videogames, Gamification, and Virtual Environments in the Self-Management of Diabetes: A Systematic Review of Evidence.

Authors:  Yin-Leng Theng; Jason W Y Lee; Paul V Patinadan; Schubert S B Foo
Journal:  Games Health J       Date:  2015-05-26

Review 8.  Video games for diabetes self-management: examples and design strategies.

Authors:  Debra A Lieberman
Journal:  J Diabetes Sci Technol       Date:  2012-07-01

9.  Gamification as a tool for enhancing graduate medical education.

Authors:  Christa R Nevin; Andrew O Westfall; J Martin Rodriguez; Donald M Dempsey; Andrea Cherrington; Brita Roy; Mukesh Patel; James H Willig
Journal:  Postgrad Med J       Date:  2014-10-28       Impact factor: 2.401

10.  Diabetes island: preliminary impact of a virtual world self-care educational intervention for african americans with type 2 diabetes.

Authors:  Laurie Ruggiero; Ada Moadsiri; Lauretta T Quinn; Barth B Riley; Kirstie K Danielson; Colleen Monahan; Valerie A Bangs; Ben S Gerber
Journal:  JMIR Serious Games       Date:  2014       Impact factor: 4.143

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