Hosseiniasl Parisa, Karimi Zohreh, Moghadam Abdolkarim G, Mazaheri Maryam A, Zoladl Mohammad
School of Nursing, Yasuj University of Medical Sciences, Yasuj, Iran.
Department of Operating Room, School of Paramedicine, Yasuj University of Medical Sciences, Yasuj, Iran.
J Educ Health Promot. 2024 Sep 28;13:364. doi: 10.4103/jehp.jehp_32_24. eCollection 2024.
Type 1 diabetes is a chronic disease and the number of Adolescents diagnosed with it, is at an increase. Self-care education can reduce the complications of this disease. Therefore, this research was conducted to determine and compare the effectiveness of self-care educational programs, using animation and role-playing on quality of life in Adolescents with type 1 diabetes.
This quasi-experimental study consists of 111 Adolescents with type 1 diabetes, who visited Imam Hossein (PBUH) pediatric endocrinology clinic, Isfahan, May since August 2021, were selected through convenience sampling. The Diabetes Quality of Life for Youth scale was used, before and after the intervention. The interventions in each group were performed twice a week for 2 months. Data were analyzed through the one-way analysis of variance, Chi-square, Bonferroni and paired -statistical tests.
After completing the interventions, the mean quality of life score in group 1 (animation) was significantly higher compared to that of group 2 (role-playing) ( = 0.001). In intervention group 1 (animation) and intervention group 2 (role-playing), the quality of life score and its subscales, after the completion of the research interventions had a significant increase, compared to the beginning of the study ( = 0.001).
Both animation and role-playing educational methods caused statistically significant changes in the quality of life score, and the animation educational method was more effective than role-playing. Therefore, it is suggested that managers, policymakers and health team members consider the implementation of these educational methods in the educational program of adolescents with type 1 diabetes and use these two educational methods.
1型糖尿病是一种慢性病,被诊断出患有该病的青少年人数正在增加。自我护理教育可以减少这种疾病的并发症。因此,本研究旨在确定并比较使用动画和角色扮演的自我护理教育计划对1型糖尿病青少年生活质量的有效性。
这项准实验研究包括111名1型糖尿病青少年,他们自2021年8月起前往伊斯法罕伊玛目侯赛因(愿主福安之)儿科内分泌诊所就诊,通过便利抽样进行选择。在干预前后使用青少年糖尿病生活质量量表。每组干预每周进行两次,持续2个月。通过单因素方差分析、卡方检验、邦费罗尼检验和配对统计检验对数据进行分析。
完成干预后,第1组(动画组)的生活质量平均得分显著高于第2组(角色扮演组)(P = 0.001)。在干预组1(动画组)和干预组2(角色扮演组)中,研究干预完成后,生活质量得分及其子量表与研究开始时相比有显著提高(P = 0.001)。
动画和角色扮演教育方法均使生活质量得分发生了具有统计学意义的变化,且动画教育方法比角色扮演更有效。因此,建议管理人员、政策制定者和健康团队成员考虑在1型糖尿病青少年的教育计划中实施这些教育方法,并使用这两种教育方法。