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改善:糖尿病患者教育的互动游戏。

Kaizen: Interactive Gaming for Diabetes Patient Education.

机构信息

University of Alabama at Birmingham (UAB) School of Nursing, Birmingham, Alabama.

UAB School of Medicine, Birmingham, Alabama.

出版信息

Games Health J. 2019 Dec;8(6):423-431. doi: 10.1089/g4h.2018.0107.

Abstract

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. 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. 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. 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.

摘要

据估计,有 1 亿美国人患有糖尿病、未确诊的糖尿病、高风险的糖尿病诊断或糖尿病前期。如果糖尿病管理不善,可能会出现许多并发症。因此,需要具备足够的知识、技能和自我护理能力,即糖尿病自我护理管理,以降低并发症发生率。我们使用了一种互动平台,结合了游戏化的原则,以提高用户的参与度,从而增强糖尿病知识。本描述性试点研究的目的是了解成年糖尿病患者对这种新颖的糖尿病教育方法的看法。

我们在糖尿病诊所的参与者玩了一个互动糖尿病琐事游戏后,从他们那里收集了焦点小组的数据,使用我们的软件平台(Kaizen Education)。对记录进行了编码,并确定了共同的主题。我们进行了 9 个焦点小组,其中包括 33 名成年(年龄>18 岁)糖尿病患者。游戏化作为一种学习形式的突出主题是显而易见的,在对编码进行分析后,出现了几个主题,包括学习的偏好和理想环境(诊所和家庭)、理想的玩家(包括家人、重要他人),以及良好的问题难度平衡。

参与者对游戏化教育非常积极,他们感到有能力与他们的医疗保健提供者就糖尿病自我护理教育进行讨论,在某种意义上“颠覆”了传统的诊所患者教育模式。这些结果表明,翻转诊所的方法对患者可能是有益的、赋权的和吸引人的。

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本文引用的文献

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Improving Population Health Among Uninsured Patients with Diabetes.改善未参保糖尿病患者的群体健康状况。
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