Effect of an Educational Video Game for Diabetes Self-management on Adherence to a Self-care Regimen in Children with Type 1 Diabetes

<strong> </strong> <strong>Background:</strong> Type 1 diabetes is known as the most common endocrine disorder in children which requires strict adherence to self-care regimen. Accordingly, children’s exposure to educational video games can be a strategy for promoting adheren...

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Main Authors: Ebrahim Rafeezadeh, Nosrat Ghaemi, Hamid Heidarian Miri, Aramesh Rezaeian
Format: Article
Language:fas
Published: Mashhad University of Medical Sciences 2019-07-01
Series:Journal of Evidence-Based Care
Subjects:
Online Access:http://ebcj.mums.ac.ir/article_13508_4b3752dbeeb8997274ac240dd176a7b8.pdf
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spelling doaj-f96fe6c99dc6423baf2ac6c970b62d3a2020-11-25T01:41:06ZfasMashhad University of Medical SciencesJournal of Evidence-Based Care2008-24872008-370X2019-07-0192748310.22038/ebcj.2019.40293.205813508Effect of an Educational Video Game for Diabetes Self-management on Adherence to a Self-care Regimen in Children with Type 1 DiabetesEbrahim Rafeezadeh0Nosrat Ghaemi1Hamid Heidarian Miri2Aramesh Rezaeian3MSc Student in Pediatric Nursing, School of Nursing and Midwifery, Mashhad University of Medical Sciences, Mashhad, IranAssociate Professor, Pediatric Endocrine and Metabolism, Mashhad University of Medical Sciences, Mashhad, IranAssistant professor of Epidemiology, Social Determinants of Health Research Center, Mashhad University of Medical Sciences, Mashhad, Iran.Instructor, Nursing and Midwifery Care Research Center, Mashhad University of Medical Sciences, Mashhad, Iran<strong> </strong> <strong>Background:</strong> Type 1 diabetes is known as the most common endocrine disorder in children which requires strict adherence to self-care regimen. Accordingly, children’s exposure to educational video games can be a strategy for promoting adherence to such regimens. <strong>Aim: </strong>The main purpose of this study was to investigate the effect of an educational video game for diabetes self-management on adherence to self-care regimens in children with type 1 diabetes. <strong>Method: </strong>This two-group randomized clinical trial was conducted on 68 children aged 8-12 years affected with type 1 diabetes and admitted to Akbar Children’s Hospital in Mashhad, Iran, during 2018. A self-care package for children with type 1 diabetes was extracted using a review method. The intervention group played the designed interactive video game. Data were analyzed in SPSS software (version 16) through independent t-test and Mann Whitney U test. <strong>Results:</strong> Both study groups were homogeneous in terms of demographic characteristics. Based on the results of independent t-test, no significant difference was observed between the intervention (77.5±10.1) and control groups (78.7±7.4) regarding mean self-care scores before intervention (P=0.57). However, mean self-care score in the intervention group (82.9±7.8) was significantly higher than that in control group (77.3±7.7) after the intervention (P=0.57). Intra-group comparisons also confirmed the above-mentioned findings. <strong>Implications for Practice:</strong> The designed educational video game could significantly improve children’s self-care scores. Given that Internet-based video games can be manipulated and quickly updated, it was suggested to compare online and offline video games in future studies. <strong> </strong>http://ebcj.mums.ac.ir/article_13508_4b3752dbeeb8997274ac240dd176a7b8.pdfChildrenDiabetesself-careVideo Games
collection DOAJ
language fas
format Article
sources DOAJ
author Ebrahim Rafeezadeh
Nosrat Ghaemi
Hamid Heidarian Miri
Aramesh Rezaeian
spellingShingle Ebrahim Rafeezadeh
Nosrat Ghaemi
Hamid Heidarian Miri
Aramesh Rezaeian
Effect of an Educational Video Game for Diabetes Self-management on Adherence to a Self-care Regimen in Children with Type 1 Diabetes
Journal of Evidence-Based Care
Children
Diabetes
self-care
Video Games
author_facet Ebrahim Rafeezadeh
Nosrat Ghaemi
Hamid Heidarian Miri
Aramesh Rezaeian
author_sort Ebrahim Rafeezadeh
title Effect of an Educational Video Game for Diabetes Self-management on Adherence to a Self-care Regimen in Children with Type 1 Diabetes
title_short Effect of an Educational Video Game for Diabetes Self-management on Adherence to a Self-care Regimen in Children with Type 1 Diabetes
title_full Effect of an Educational Video Game for Diabetes Self-management on Adherence to a Self-care Regimen in Children with Type 1 Diabetes
title_fullStr Effect of an Educational Video Game for Diabetes Self-management on Adherence to a Self-care Regimen in Children with Type 1 Diabetes
title_full_unstemmed Effect of an Educational Video Game for Diabetes Self-management on Adherence to a Self-care Regimen in Children with Type 1 Diabetes
title_sort effect of an educational video game for diabetes self-management on adherence to a self-care regimen in children with type 1 diabetes
publisher Mashhad University of Medical Sciences
series Journal of Evidence-Based Care
issn 2008-2487
2008-370X
publishDate 2019-07-01
description <strong> </strong> <strong>Background:</strong> Type 1 diabetes is known as the most common endocrine disorder in children which requires strict adherence to self-care regimen. Accordingly, children’s exposure to educational video games can be a strategy for promoting adherence to such regimens. <strong>Aim: </strong>The main purpose of this study was to investigate the effect of an educational video game for diabetes self-management on adherence to self-care regimens in children with type 1 diabetes. <strong>Method: </strong>This two-group randomized clinical trial was conducted on 68 children aged 8-12 years affected with type 1 diabetes and admitted to Akbar Children’s Hospital in Mashhad, Iran, during 2018. A self-care package for children with type 1 diabetes was extracted using a review method. The intervention group played the designed interactive video game. Data were analyzed in SPSS software (version 16) through independent t-test and Mann Whitney U test. <strong>Results:</strong> Both study groups were homogeneous in terms of demographic characteristics. Based on the results of independent t-test, no significant difference was observed between the intervention (77.5±10.1) and control groups (78.7±7.4) regarding mean self-care scores before intervention (P=0.57). However, mean self-care score in the intervention group (82.9±7.8) was significantly higher than that in control group (77.3±7.7) after the intervention (P=0.57). Intra-group comparisons also confirmed the above-mentioned findings. <strong>Implications for Practice:</strong> The designed educational video game could significantly improve children’s self-care scores. Given that Internet-based video games can be manipulated and quickly updated, it was suggested to compare online and offline video games in future studies. <strong> </strong>
topic Children
Diabetes
self-care
Video Games
url http://ebcj.mums.ac.ir/article_13508_4b3752dbeeb8997274ac240dd176a7b8.pdf
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