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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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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