| Literature DB >> 33816367 |
Shadi Asadzandi1, Shahram Sedghi1,2, Shoaleh Bigdeli3, Mahnaz Sanjari4,5.
Abstract
Background: Gamification is an effective tool used to enhance the quality of education and training, to create motivation and enthusiasm, and to maintain competitiveness in the targeted population. Given that, the present study is an attempt to review gamification used in the field of diabetes systematically and its effects on the target group.Entities:
Keywords: Diabetes; Educational game; Gamification; Serious game; Video games
Year: 2020 PMID: 33816367 PMCID: PMC8004582 DOI: 10.47176/mjiri.34.168
Source DB: PubMed Journal: Med J Islam Repub Iran ISSN: 1016-1430
Flowchart 1Bibliographic information of the retrieved articles in the field of diabetes gamification
| Row | First Authors | Title | Journal | Year |
| 1. | Klaassen, R | Design and Evaluation of a Pervasive Coaching and Gamification Platform for Young Diabetes Patients | Sensors | 2018 |
| 2. | Diehl La | InsuOnline, an Electronic Game for Medical Education on Insulin Therapy: a Randomized Controlled Trial With Primary Care Physicians | Journal of Medical Internet Research | 2017 |
| 3. | Kerfoot, Bp | a Team-Based Online Game Improves Blood Glucose Control in Veterans with Type 2 Diabetes: a Randomized Controlled Trial | Diabetes Care | 2017 |
| 4. | CalleBustos, A | An Augmented Reality Game to Support Therapeutic Education for Children with Diabetes | Plos One | 2017 |
| 5. | Blanson Henkemans, O | Design And Evaluation of a Personal Robot Playing a Self-Management Education Game with Children with Diabetes Type 1 | International Journal of Human-Computer Studies | 2017 |
| 6. | Eukel,H; Frenzel, J | Educational Gaming for Pharmacy Students – Design and Evaluation of a Diabetes-Themed Escape Room | American Journal of Pharmaceutical Education | 2017 |
| 7. | Brinkmann, Ch | Effects of Cycling and Exergaming On Neurotrophic Factors in Elderly Type 2 Diabetic Men – a Preliminary Investigation | Experimental and Clinical Endocrinology and Diabetes | 2017 |
| 8. | Höchsmann, Ch | Mobile Exergaming for Health—Effects of a Serious Game Application For Smartphones on Physical Activity and Exercise Adherence in Type 2 Diabetes Mellitus—Study Protocol for a Randomized Controlled Trial | Trials | 2017 |
| 9. | Ledoux,T | an Educational Video Game for Nutrition Of Young People: Theory and Design | Simul Gaming | 2016 |
| 10. | Maas AH | Concept Development of The Eindhoven Diabetes Education Simulator Project | Games for Health Journal: Research, Development, and Clinical Application | 2016 |
| 11. | Baghaei, N | Diabetic Mario: Designing and Evaluating Mobile Games for Diabetes Education | Games for Health Journal: Research, Development, and Clinical Applications | 2016 |
| 12. | Joubert, M | Impact of a Serious Videogame Designed for Flexible Insulin Therapy on The Knowledge and Behaviors of Children with Type 1 Diabetes: The Ludidiab Pilot Study | Diabetes Technology & Therapeutics | 2016 |
| 13. | Jingjing, W | Acceptability and Applicability of an American Health Videogame with Story for Childhood Obesity Prevention Among Hong Kong Chinese Children Research | Games for Health Journal: Research, Development, and Clinical Applications | 2015 |
| 1. | Ebrahimpour, F | Effect of Playing Interactive Computer Game on Distress of Insulin Injection Among Type 1 Diabetic Children | Iranian Journal of Pediatrics | 2015 |
| 2. | Diehl, L |
Effectiveness of a Serious Game | Arch Endocrinol Metab | 2015 |
| 3. | Höchsmann, Ch | Cardiorespiratory Exertion While Playing Video Game Exercises in Elderly Individuals with Type 2 Diabetes | Clinical Journal of Sport Medicine | 2015 |
| 4. | Diehl, L | User Assessment of ‘‘Insuonline,’’ a Game to Fight Clinical Inertia in Diabetes: a Pilot Study | Games for Health Journal: Research, Development, and Clinical Applications | 2015 |
| 5. | Ebrahimpour, F | The Design And Development of a Computer Game on Insulin Injection | Electronic Physician | 2014 |
| 6. | Patterson, D | Using Interactive 3d Game Play to Make Complex Medical Knowledge More Accessible | Procedia Computer Science | 2014 |
| 7. | Kempf, K | Autonomous Exercise Game Use Improves Metabolic Control and Quality of Life in Type 2 Diabetes Patients - a Randomized Controlled Trial | BMC Endocrine Disorders | 2013 |
| 8. | Anderson-Hanley, C | Neuropsychological Benefits of Stationary Bike Exercise and a Cybercycle Exergame for Older Adults with Diabetes: an Exploratory Analysis | Journal of Diabetes Science and Technology | 2012 |
| 9. | Noah, J | Vigorous Energy Expenditure with a Dance Exergame | Journal of Exercise Physiology Online | 2011 |
| 10. | Johnston, H | Pose Presentation for f Dance-Based Massively Multiplayer Online Exergame | Entertainment Computing | 2011 |
| 11. | Fuchslocher, A | Serious Games for Health: an Empirical Study of The Game ‘‘Balance’’ for Teenagers with Diabetes Mellitus | Entertainment Computing | 2011 |
| 12. | Klingensmitha, G | Evaluation of a Combined Blood Glucose Monitoring and Gaming System (Didget®) for Motivation in Children, Adolescents, and Young Adults with Type 1 Diabetes | Pediatric Diabetes | 2011 |
| 13. | Thompson, D |
Serious Video Games for Health How Behavioral Science Guided | Simul Gaming | 2010 |
| 14. | Deshazo, J | Designing and Remotely Testing Mobile Diabetes Video Games | Journal of Telemedicine and Telecare | 2010 |
| 15. | Thompson, D | In Pursuit of Change: Youth Response to Intensive Goal Setting Embedded in a Serious Video Game | Journal of Diabetes Science and Technology |
|
| 16. | Aoki, N | Insulot: a Cellular Phone-Based Edutainment Learning Tool for Children with Type 1 Diabetes | Diabetes Care | 2005 |
| 17. | Aoki, N | Edutainment Tools for Initial Education of Type-1 Diabetes Mellitus: Initial Diabetes Education With Fun | Studies in Health Technology and Informatics | 2004 |
| 18. | Sherwood, N | Development And Implementation of a Visual Card sorting Technique for Assessing Food and Activity Preferences and Patterns in African American Girls | Journal of The American Dietetic Association | 2003 |
| 19. | Brown, S. J | Educational Video Game for Juvenile Diabetes: Results of a Controlled Trial | JMIR Medical Informatics | 1997 |
| 20. | Boswell, E | The Activity: a Tool for Teaching How to Adjust for Exercise Variations | The Diabetes Educator | 1997 |
| 21. | Davidson, N | Games: Teaching Strategy for Professionals | The Diabetes Educator | 1989 |
| 22. | Wheeler, L | Betakid&Mdash;Lessons Learned While Developing a Microcomputer Pediatric Case Simulation | The Diabetes Educator | 1987 |
The names of the games and the countries of origin in the field of diabetes
| Row | Title | Game name | Developing Team | Country production |
| 1. | Design And Evaluation of a Pervasive Coaching and Gamification Platform for Young Diabetes Patients | Virtual coach | Not Mentioned | England |
| 2. | Insuonline, an Electronic Game for Medical Education on Insulin Therapy: a Randomized Controlled Trial with Primary Care Physicians | InsuOnline | Clinical endocrinologists, game designers, experts in medical education, and programmers, graphic designers, sound editors | Not Mentioned |
| 3. | A Team-Based Online Game Improves Blood Glucose Control in Veterans with Type 2 Diabetes: a Randomized Controlled Trial | DSME game | Not Mentioned | USA |
| 4. | An Augmented Reality Game to Support Therapeutic Education for Children With Diabetes | TED | Experts in diet | Venezuela |
| 5. | Design and Evaluation of a Personal Robot Playing a Self-Management Education Game with Children with Diabetes Type 1 | A robot | Not Mentioned | Netherlands |
| 6. | Educational Gaming for Pharmacy Students – Design and Evaluation of A Diabetes-Themed Escape Room | The diabetes escape room | Pharmacy Faculty members | USA |
| 7. | Effects of Cycling and Exergaming on neurotropic Factors in Elderly Type 2 Diabetic Men – a Preliminary Investigation | Wii Fit Plus | Not mentioned | Germany |
| 8. | Mobile Exergaming for Health Effects of a serious game application for smartphones on physical activity and exercise adherence in type 2 diabetes mellitus—study protocol for a randomized controlled trial | Mobigame | Not mentioned | Switzerland |
| 9. | An Educational Video Game for Nutrition of Young People: Theory and Design |
-Escape from DIAB | Nutrition and physical activity experts, with a game development company (Archimage Inc.) | USA |
| 10. | Concept Development of The Eindhoven Diabetes Education Simulator Project | Eindhoven Diabetes Education Simulator (E-DES) | Not Mentioned | Denmark |
| 11. | Diabetic Mario: Designing and Evaluating Mobile Games for Diabetes Education | Mario Brothers | Not mentioned | New Zealand |
| 12. | Impact of a Serious Videogame Designed for Flexible Insulin Therapy on the Knowledge and Behaviors of Children with Type 1 Diabetes: The LUDIDIAB Pilot Study | L’Affaire Birman | An academic diabetes care team, including physicians, dieticians, nurses, and expert patients with diabetes. Game play, graphic design, soundscape, and story. | France |
| 13. | Acceptability and Applicability of An American Health Videogame with Story for Childhood Obesity Prevention Among Hong Kong Chinese Children Research | Diab | Not mentioned | USA |
| 14. | Effect of Playing Interactive Computer Game on Distress of Insulin Injection Among Type 1 Diabetic Children | Koodak-e-Tavana | Not mentioned | Iran |
| 15. | Effectiveness of A Serious Game for Medical Education on Insulin Therapy: a Pilot Study | InsuOnline | Clinical endocrinologists, game designers, experts in medical education, and programmers, graphic designers | Brazil |
| 16. | Cardiorespiratory Exertion While Playing Video Game Exercises in Elderly Individuals with Type 2 Diabetes | Nintendo Wii Fit Plus | Not mentioned | USA |
| 17. | User Assessment of Insuonline, a Game to Fight Clinical Inertia In Diabetes: a Pilot Study | InsuOnline | Clinical endocrinologists, game designers, experts in medical education, and programmers, graphic designers | Brazil |
| 18. | The Design and Development of a Computer Game on Insulin Injection | Koodak-e-Tavana | Not mentioned | Iran |
| 19. | Using Interactive 3d Game Play to Make Complex Medical Knowledge More Accessible | Diabetes Visualizer | Not mentioned | Australia |
| 20. | Autonomous Exercise Game Use Improves Metabolic Control and Quality Of Life in Type 2 Diabetes Patients - a Randomized Controlled Trial | Wii Fit Plus | Not mentioned | Germany |
| 21. | Neuropsychological Benefits of Stationary Bike Exercise and a Cybercycle Exergame for Older Adults with Diabetes: an Exploratory Analysis | Cybercycle | Not mentioned | USA |
| 22. | Vigorous Energy Expenditure with a Dance Exergame | Dance Dance Revolution | Not mentioned | USA |
| 23. | Pose Presentation for a Dance-Based Massively Multiplayer Online Exergame | SNAP system | Not mentioned | Canada |
| 24. | Serious Games For Health: An Empirical Study Of The Game ‘‘Balance’’ for Teenagers With Diabetes Mellitus | Balance | Medical scientists and psychologists of the LMU Munich child hospital | Germany |
| 25. | Evaluation of A Combined Blood Glucose Monitoring and Gaming System (Didget®) for Motivation in Children, Adolescents, and Young Adults with Type 1 Diabetes | Didget | Not mentioned | USA |
| 26. | Serious Video Games for Health How Behavioral Science Guided The Development of a Serious Video Game | Escape From Diab | Producer, director, video artists, animators, programmers, modelers, story writers, music composers, sound editors, storyboard artists, and voice talent. | USA |
| 27. | Designing and remotely testing mobile diabetes video games |
-Hangman | Not mentioned | USA |
| 28. | In Pursuit of Change: Youth Response to Intensive Goal Setting Embedded in a Serious Video Game | Nanoswarm | Not mentioned | USA |
| 29. | INSULOT: a cellular phone–based edutainment learning tool for children with type 1 diabetes | INSULOT | This research was supported in part by grants from the Pfizer Health Research Foundation (Tokyo, Japan) and TOSE (Kyoto, Japan) for their support in the development of the application | Japan |
| 30. | Edutainment tool for initial education type 1 diabetes mellitus: initial diabetes with fun |
-Tamagoya | Diabetes specialties and nurses | Japan |
| 31. | Development and implementation of a visual card sorting technique for assessing food and activity preferences and patterns in African American girls | Not mentioned | Not mentioned | USA |
| 32. | Educational video game for juvenile diabetes: results of a controlled trial | Packy & Marlon | Not mentioned | USA |
| 33. | The Activity Activity: a Tool for Teaching How to Adjust for Exercise Variations | Activity Activity | Not mentioned | USA |
| 34. | Games: Teaching Strategy for Professionals |
-Tic-Tac-Diabetes | Not mentioned | Not mentioned |
| 35. | Betakid— Lessons Learned While Developing a Microcomputer Pediatric Case Simulation | Betakid | a pediatric diabetologist, pediatric nurse clinicians, an instructional designer, and a physician | USA |
Fig. 1Classification of diabetes gamification according to the learning domain, underpinning learning theories, game effectiveness and Characteristics of the participants
| Row | Game name | Aim/s | Features | Learning Domain (subdomain) | Learning Theory | Effectiveness | Target Audience/ gender | Type of Diabetes | Target Aspects |
| 1. | Virtual coach | To Develop integrated pervasive coaching and gamification platforms in medical practice | Created with the PERGAMON framework consisting of: a web application, an Android application for gathering data from sensors. PERGAMON platform is Tasks and Goals and assigns a certain number of points. | Cognitive (Knowledge) | Self-Determination |
mobile technology + web-based elements | Not mentioned/Both | Type 1 | Self-management and Treatment |
| 2. |
InsuOnline | To assess the effectiveness of InsuOnline as a method for on insulin therapy for diabetes, as compared with a traditional onsite educational activity | A Blender 3D app, with simple commands. Unity-based with visual elements | Cognitive (Application) | Problem-based learning | effective for medical education on insulin therapy highly | Primary care physicians with any Degree of Computer or Gaming Literacy/Both | Diabetes Mellitus | Insulin Therapy |
| 3. |
| To generate longer-term improvements in hemoglobin A1c (HbA1c) by online team-based game delivering diabetes self-management education for patients via e-mail or mobile application | An automated system with multiple-choice questions | Cognitive (Application) | Not Mentioned | To improve outcomes among geographically dispersed patients with diabetes | Patients on Oral Diabetes Medications /Male | Type 2 | Self-management and Treatment |
| 4. | TED | To take responsibility for self-control in diabetic patients |
The game runs on a mobile | Cognitive (Application) | self-Determination |
Children acquired new knowledge about carb | Children, 5-14 years old /Both | Both | Nutrition |
| 5. | A robot |
To assess a personal robot in diabetes self-management/ | Autonomous, programmable humanoid robot with quiz, and training skills(social, individual, decision-making) | Cognitive (Application) | Self-Determination | To improve self-management and cope with illness in diabetic children | Children, 5-14 years old /Both | Both | Nutrition |
| 6. | The diabetes escape room |
To enhance |
Live-action | Cognitive (Application) | Cognitive | increased students’ knowledge of diabetes mellitus management | 7-12 Children, years old /Both | Type 1 | Self-management |
| 7. | Wii Fit Plus | To evaluate the suitability of the Wii Fit Plus to improve cardiorespiratory fitness in type 2 diabetes | Nintendo's exergame, Combination of physical activity and video games | Cognitive (Evaluation) | Not Mentioned | Improve cardiorespiratory fitness and glucose metabolism | Third-year Professional Pharmacy Students /Both | Diabetes Mellitus | Knowledge Management |
| 8. | Mobigame |
To implement |
A mobile system with sensor tracking to verify the execution | Cognitive (Application) | Cognitive | Promoting PA* in chronic diseases | Patients, ≥65 years old/Both | Type 2 | Physical Activity |
| 9. | Escape from DIAB / Nanoswarm |
To Teach about | Epic games contain nine goal-tasks episodes. Each episode contains educational mini-games on PA, nutrition and energy balance with | Cognitive (Knowledge) | self-Determination |
Patients, | Type 2 | Physical Activity | |
| 10. | Eindhoven Diabetes Education Simulator (E-DES) | To generate glucose and insulin predictions based food, exercise, medication and patient characteristics | Using 8 concepts, the four concepts are a digital board game, a quiz platform, a lifestyle simulator, and a puzzle game. The Diabetes Game resulted in another digital board game, two mobile swipe games, and a fairy tale–themed adventure game | Cognitive (Knowledge) | - | Effectiveness on choosing the most promising concept from eight different options. | Children, 10-12 years old/ Both | Type 2 | Nutrition |
| 11. | Mario Brothers | To promote health-related behaviors | Open-source 2D mobile game. Three design strategies, namely Structure, Feedback, and Challenge Enhancement. The health problems to be solved by the game player. | Cognitive (Application) | Cognitive | Engaging and improving knowledge of healthy diet and lifestyle in children. | Patients, 50–65 years old/ Both | Both | Education Diabetic |
| 12. |
L’Affaire Birman | To evaluate the effect of videogame on the therapeutic knowledge and behavior of type 1 diabetes children with | Web-based free videogame based on problem-solving. Interaction is made by a semi-quantitative glycemic simulator and adapts insulin dose injection for each meal according to character's parameters | Cognitive (Evaluation) | Situated learning |
Improvement of insulin | Children, 9–13 years old/ Both | Both | Education Diabetic |
| 13. | Diab | To lower the risk of obesity and type 2 diabetes by changing children’s diet and PA behaviors | Diab is a G4H inside a three-dimensional setting and has nine episodes. Players guided his new friends to eat more healthily and to engage in more physical activity. | Cognitive (Application) | Social cognitive, self-determination, and persuasion |
Confirmed the acceptability and applicability | Patients, 11–18 years old/ Both | Type 1 | Insulin Therapy |
| 14. | Koodak-e-Tavana | To reduce the behavioral distress due to insulin injection in children with type 1 diabetes | Interactive computer game, with seven parts including: paired game familiarize with equipment for insulin injection; puzzle game; question and answer game; insulin kit game; painting room; story game; simulated environment for insulin injection | Cognitive (Application) | Scaffolding | Decreasing behavioral distress induced by insulin injection in type 1 diabetic child. |
Students, | Type 2 | Nutrition and Physical Activity |
| 15. | Inso Online | compared effectiveness of InsuOnline, as to a traditional educational activity | a Blender 3D app, with simple commands, using Unity, and visual elements | Cognitive (Application) | Problem-based learning | InsuOnline is as effective as a traditional educational activity on insulin therapy | Patients, 3-12 year/ Both | Type 1 | Insulin Injection |
| 16. | Nintendo Wii Fit Plus |
To determine oxygen uptake during Wii Fit | Nintendo exergame, with Combination of physical activity and video games | Cognitive (Evaluation) | Not Mentioned | Improving cardiorespiratory fitness and glucose metabolism. |
Undergraduate | Diabetes Mellitus | Insulin Therapy |
| 17. | Inso Online | To assess usability and playability of InsuOnLine | A Blender 3D app, with simple commands, using Unity, and visual elements suite | Cognitive (Application) | Problem-Based Learning | was rated by users as easy to play, fun, and useful | Patients, 45 to 70 years old/ Both | type 2 | Physical Activity |
| 18. | Koodak-e-Tavana | To Aim to teach children how to inject insulin | Interactive computer game, has seven parts including: 1.paired game familiarize with equipment needed for insulin injection; 2.puzzle game; 3.question and answer game; 4.insulin kit game; 5. painting room; 6.story game; 7.creating a simulated environment for insulin injection | Cognitive (Application) | Scaffolding | Not Mentioned | medical students and residents /Both | Diabetes Mellitus | Insulin Therapy |
| 19. | Diabetes Visualizer | To provide the user with skills and knowledge of how blood sugars are affected by food, insulin and activity |
Interactive game play, first person visuals and 3D animated. | Cognitive (Comprehension) | Not Mentioned | Effective in engaging participants. | Not Mentioned/ Not Mrntionrd | Type 1 | Insulin Injections |
| 20. | Wii Fit Plus | To improve HbA1c as well as weight, cardiometabolic risk factors, physical activity and quality of life in T2DM patients. | Nintendos exergame and Combination of physical activity and video games. | Cognitive (Application) | Not Mentioned | Improving PA, glucometabolic control and quality of life in T2DM patients | Not Mentioned/ Not Mentioned | Both | Self-Management |
| 21. | Cyber-cycle | To improve physical activity | Stationary bike with a video screen that displays interactive virtual game components. | Cognitive (Knowledge) | Cognitive | Older adults with and without diabetes were able to use cyber-cycles successfully. | Patients, 50–75 years old /Both | Type 2 | Physical Activity |
| 22. | Dance Dance Revolution | To improve physical activity |
Exer-game with the potential for a workout progression from basic to advanced physical | Cognitive (Application) | Flow theory | Effective in meeting vigorous PA requirements | Adults, 60 to 88 years old / Both | Diabetes Mellitus | Physical Activity |
| 23. | SNAP system | To deliver an entertaining gaming experience with a long-term solution to physical inactivity |
SNAP system, inspired primarily by the novelty | Cognitive (Application) | Flow | Providing the added benefit of greater access to lots of user pose data instead of SNAP system. | Adult, 18-53 years old/ Both | Not Mentioned | Physical Activity |
| 24. | Balance | To address the target group of teenagers and to integrate the self-management process with its challenges and dangers in the overall gameplay | Jump’n’Run game. The goal is to free sb who were captured by strangers. Should control blood sugar level by eating food and taking insulin. | Cognitive (Application) | Social learning | Yielding higher game enjoyment than the implicit version. | Adult, 18-27 and 49-73 years old /Both | Not Mentioned | Physical Activity |
| 25. | Didget | To assess the performance and acceptability of a blood glucose meter in type 1 diabetes | based on the CONTOUR® blood glucose meter that connects to Nintendo game systems, including Nintendo DS and Nintendo DS Lite | Cognitive (Application) | Not Mentioned | The Didget system was precise and clinically accurate in the hands of pediatric subjects. | Patients, 11-16 years old /Both | Type 1 | Self-Management |
| 26. | Escape From Diab | To promote and manage energy |
Nine-level action-adventure video game and third-person perspective. | Cognitive (Application) | Social-cognitive, Self-Determination | Effective at achieving change in both diet and PA. | Participants, 5–24 years old /Both | Type 1 | Treatment |
| 27. | Hangman | To improve nutritional goals embedded within the game | Classic guessing game. having six guesses to estimate the calories or carbohydrates in a given food | Cognitive (Knowledge) | Tailoring, Scaffolding | Not Mentioned | middle school youth /Both | Type 2 | Nutrition and Physical Activity |
| 28. | QuizShow | To improve nutritional goals embedded within the game | Answering nutrition questions. The gameplay models in Hangman and QuizShow both reinforce nutritional estimation skills while playing a familiar game |
Cognitive | Tailoring, Scaffolding | Not Mentioned | Not Mentioned | Both | Nutrition |
| 29. | Countdown | To improve nutritional goals embedded within the game | Focuses on food comparison skills and receives more points for faster correct responses |
Cognitive | Tailoring, Scaffolding | Not Mentioned | Not Mentioned | Both | Nutrition |
| 30. | Nanoswarm | To educate about energy balance | First-person perspective uses live actors and blue screen technology. The player participates in behavior change components embedded in gameplay | Cognitive (Knowledge) | Social Cognitive, Self -Determination | effective medium for promoting youth diabetes and obesity prevention | Not Mentioned | Both | Nutrition |
| 31. | INSULOT | To encourage, motivate, and boost the confidence of type 1 diabetic patient and to teach the relationships among plasma glucose level, food and insulin dosage | Three-window slot machine and uses algorithms to simulate postprandial glucose levels. It is a Java 2 Micro Edition application. The application can run as a stand-alone and also be integrated into a World Wide Web environment. | Cognitive (Knowledge) | Cognitive |
Patients thought that game recommended to other type 1 diabetic patients. | Youth from multiple ethnic groups, 9-11year-old /Both | Type 2 | Energy Balance |
| 32. |
Tamagoya |
To understand general idea regarding relationships among plasma glucose, insulin prescription, food taking and exercise. | PC game, should choose one of the following actions: providing food, insulin and exercise |
Cognitive | Not Mentioned | Balance between entertainment and learning is a critical factor in developing attractive and effective learning tools. | Patients, 12–24 years of age /Both | Type 1 | Nutrition |
| 33. | Tantei | To understand general idea regarding relationships among plasma glucose, insulin prescription, food taking and exercise. | Type 1 diabetes player is detective who chases a criminal in game. The right food and insulin based on plasma glucose should be finding on the way to chase criminal. | Cognitive (Application) | Not Mentioned | Balance between entertainment and learning is a critical factor in developing attractive and effective learning tools. | Patients /Both | Type 1 | Nutrition, Physical Activity and plasma glucose level |
| 34. | Magic Toom | To understand general idea regarding relationships among plasma glucose, insulin prescription, food taking and exercise. | Type 1 diabetes player is detective who chases a criminal in game. The right food and insulin based on plasma glucose should be finding on the way to chase criminal. | Cognitive (Application) | Not Mentioned | Balance between entertainment and learning is a critical factor in developing attractive and effective learning tools. | Patients /Both | Type 1 | Nutrition, Physical Activity and plasma glucose level |
| 35. | Not mentioned | To focus on food preferences on activity preferences and patterns |
The 41⁄451⁄2-inch cards were developed and included a range of foods and activities that were consumed and engaged. | Cognitive (Application) | Not Mentioned | The card-sorting tasks are useful tools for assessing food and activity preferences and patterns in girls. | Patients /Both | Type 1 | Nutrition, Physical Activity and plasma glucose level |
| 36. | Packy & Marlon | To improve a young person's self-confidence, ability, and motivation to undertake the rigorous self-care necessary to control insulin-dependent diabetes. |
a video game with 24 levels of play take place in different place and each level becomes increasingly more difficult to complete. | Cognitive (Application) | Cognitive |
Improving communication between parents and children about diabetes. | African American School girl, 8- 10 years old /Girl | Not Mentioned | Nutrition and Physical Activity |
| 37. | Activity Activity |
To Teach adolescents strategies for recognizing and balancing variations in Physical activity with food or insulin | 4x6 index cards. Each index card depicts physical activity and duration, an insulin adjustment and an amount of a particular food with the exchange and carbohydrate equivalents. The game was played in small groups of 3 to 4 teams of campers during one of their four regularly scheduled, 45-minute education sessions. | Cognitive (Knowledge) | Not Mentioned |
Enthusiasm and participation rates were impressively high. | Patients, 8 - 16 years old /Both | Type 1 | Self-Care |
| 38. | Tic-Tac-Diabetes | To stimulate participation in the learning process. | 4 x 4-foot game board and wooden X’s and O’s that could be hung on hooks in each square were constructed. Nine categories of questions were created for each of the tic-tac-toe squares. | Cognitive (Knowledge) | Not Mentioned | Not Mentioned | Youth, 9 - 15 years old /Both | Not Mentioned | Physical Activity |
| 39. | What’s wrong with This Picture? | To teach and heighten participants’ awareness of their own misconceptions diabetic diet | Pictures of each of the different foods from each exchange list were arranged on cards, with one of the foods being inappropriately Placed within the food group. The participants were given answer sheets to record their individual responses. | Cognitive (Knowledge) | Not Mentioned | Not Mentioned | Not Mentioned | Not Mentioned | Hyperglycemia-Medications Hygiene and Foot Care-Blood Glucose Monitoring |
| 40. | Can You Guess Your Blood Sugar’? |
To assist staff in becoming familiar with the different types of home blood glucose monitors | The game begins with an explanation and demonstration of blood glucose monitoring equipment. During the demonstration, each participant’s blood glucose level was monitored. participants were asked to guess their blood glucose levels and to determine the accuracy of their guess | Cognitive (Application) | Not Mentioned | Not Mentioned | Not Mentioned | Not Mentioned | Nutrition |
| 41. | Betakid | To provide an opportunity for diabetic children to practice and evaluate skills in food and insulin dose selection |
the simulation begins with a graphic of Betakid awakened by his alarm clock Additional events in Betakid’s day follow a typical adolescent’s | Cognitive (Knowledge) | Not Mentioned | Not Mentioned | Not Mentioned | Diabetes Mellitus | Nutrition and Insulin Dose |