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一款支持糖尿病儿童治疗性教育的增强现实游戏。

An augmented reality game to support therapeutic education for children with diabetes.

作者信息

Calle-Bustos Andrés-Marcelo, Juan M-Carmen, García-García Inmaculada, Abad Francisco

机构信息

Instituto Universitario de Automática e Informática Industrial, Universitat Politècnica de València, Valencia, Spain.

Departamento de Sistemas Informáticos y Computación, Universitat Politècnica de València, Valencia, Spain.

出版信息

PLoS One. 2017 Sep 28;12(9):e0184645. doi: 10.1371/journal.pone.0184645. eCollection 2017.

DOI:10.1371/journal.pone.0184645
PMID:28957355
原文链接:https://pmc.ncbi.nlm.nih.gov/articles/PMC5619721/
Abstract

Therapeutic education in diabetes helps patients take responsibility for self-control of their disease, and providing technological support systems facilitates this education. In this paper, we present an augmented reality game to support therapeutic education for patients with diabetes. Our game helps children (aged 5-14 years) to learn carbohydrate (carb) content of different foods. The game shows virtual foods on a real dish. The number of carb choices corresponding to the visualized food is also shown (1 carb choice = 10 grams of carbs). A study to determine the effectiveness of the game in terms of learning and perceived satisfaction and usability was carried out. A total of seventy children with diabetes participated in the study. From the results, we observed that the initial knowledge about carb choices of the children who participated in the study was low (a mean of 2 on a scale from 0 to 9). This indicates that therapeutic education for patients with diabetes is needed. When the results for the pre-knowledge questionnaire and the post-knowledge questionnaire were compared, it was shown that the children learned about carb choices by playing our game. We used two post-knowledge questionnaires (one post-knowledge questionnaire that contained the same foods as the pre-knowledge questionnaire and a second post-knowledge questionnaire that contained foods that were different from the ones on the pre-knowledge questionnaire). There were no statistically significant differences between these two different post-knowledge questionnaires. Moreover, the knowledge acquired was independent of gender and age. We also evaluated usability and perceived satisfaction. The children were satisfied with the game and considered that the game offers a high degree of usability. This game could be a valuable therapeutic education tool for patients with diabetes.

摘要

糖尿病治疗教育有助于患者对自身疾病的自我控制负责,而提供技术支持系统则有助于开展这种教育。在本文中,我们展示了一款增强现实游戏,以支持糖尿病患者的治疗教育。我们的游戏帮助儿童(5至14岁)了解不同食物的碳水化合物含量。游戏在真实的盘子上展示虚拟食物。还会显示与可视化食物相对应的碳水化合物选择数量(1个碳水化合物选择 = 10克碳水化合物)。我们开展了一项研究,以确定该游戏在学习效果、感知满意度和可用性方面的有效性。共有70名糖尿病儿童参与了该研究。从结果中我们观察到,参与研究的儿童对碳水化合物选择的初始知识水平较低(在0至9分的量表上平均分为2分)。这表明糖尿病患者需要治疗教育。当比较预知识问卷和后知识问卷的结果时,结果显示孩子们通过玩我们的游戏了解了碳水化合物选择。我们使用了两份后知识问卷(一份后知识问卷包含与预知识问卷相同的食物,另一份后知识问卷包含与预知识问卷不同的食物)。这两份不同的后知识问卷之间没有统计学上的显著差异。此外,所获得的知识与性别和年龄无关。我们还评估了可用性和感知满意度。孩子们对游戏感到满意,并认为该游戏具有高度的可用性。这款游戏可能是糖尿病患者的一种有价值的治疗教育工具。

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