Asadzandi Shadi, Sedghi Shahram, Bigdeli Shoaleh, Sanjari Mahnaz
Department of Librarianship and Medical Information Science School of Health Management and Information Sciences, Iran University of Medical Sciences, Tehran, Iran.
Health Management and Economics Research Center, Iran University of Medical Sciences, Tehran, Iran.
Med J Islam Repub Iran. 2020 Dec 14;34:168. doi: 10.47176/mjiri.34.168. eCollection 2020.
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. Articles were retrieved from eight databases via an electronic advanced search. The data were imported to Endnote; and to assess the quality of the articles, PRISMA and CASP were used. Finally, according to the inclusion criteria, the appropriate articles were selected. This study indicates that physical activity and nutrition were the most frequent diabetic subgroups in diabetes gamification. In addition, all diabetes gamification programs were designed to educate, teach skills and make behavior improvement in diabetics. Diabetes gamification have the capacity to change health behaviors among all age groups and can create an innovative, attractive and interactive learning environment accompanied by fun and engagement. Professor, Health Management and Economics Research Center, Iran University of Medical Sciences, Tehran, Iran; Librarianship and Medical Information Science, Iran University of Medical Sciences, Tehran, Iran.
游戏化是一种有效的工具,用于提高教育和培训质量,激发动力和热情,并在目标人群中保持竞争力。鉴于此,本研究旨在系统回顾糖尿病领域中使用的游戏化及其对目标群体的影响。通过电子高级搜索从八个数据库中检索文章。数据被导入到Endnote中;为了评估文章的质量,使用了PRISMA和CASP。最后,根据纳入标准,选择了合适的文章。本研究表明,身体活动和营养是糖尿病游戏化中最常见的糖尿病亚组。此外,所有糖尿病游戏化项目都旨在教育糖尿病患者、教授技能并改善其行为。糖尿病游戏化有能力改变所有年龄组的健康行为,并能创造一个创新、有吸引力和互动的学习环境,同时带来乐趣和参与感。伊朗德黑兰医科大学健康管理与经济研究中心教授;伊朗德黑兰医科大学图书馆与医学信息科学专业。