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 ad...
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Mashhad University of Medical Sciences,
2019-07-01T00:00:00Z.
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LEADER | 00000 am a22000003u 4500 | ||
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001 | doaj_f96fe6c99dc6423baf2ac6c970b62d3a | ||
042 | |a dc | ||
100 | 1 | 0 | |a Ebrahim Rafeezadeh |e author |
700 | 1 | 0 | |a Nosrat Ghaemi |e author |
700 | 1 | 0 | |a Hamid Heidarian Miri |e author |
700 | 1 | 0 | |a Aramesh Rezaeian |e author |
245 | 0 | 0 | |a Effect of an Educational Video Game for Diabetes Self-management on Adherence to a Self-care Regimen in Children with Type 1 Diabetes |
260 | |b Mashhad University of Medical Sciences, |c 2019-07-01T00:00:00Z. | ||
500 | |a 2008-2487 | ||
500 | |a 2008-370X | ||
500 | |a 10.22038/ebcj.2019.40293.2058 | ||
520 | |a <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> | ||
546 | |a FA | ||
690 | |a Children | ||
690 | |a Diabetes | ||
690 | |a self-care | ||
690 | |a Video Games | ||
690 | |a Nursing | ||
690 | |a RT1-120 | ||
690 | |a Gynecology and obstetrics | ||
690 | |a RG1-991 | ||
655 | 7 | |a article |2 local | |
786 | 0 | |n Journal of Evidence-Based Care, Vol 9, Iss 2, Pp 74-83 (2019) | |
787 | 0 | |n http://ebcj.mums.ac.ir/article_13508_4b3752dbeeb8997274ac240dd176a7b8.pdf | |
787 | 0 | |n https://doaj.org/toc/2008-2487 | |
787 | 0 | |n https://doaj.org/toc/2008-370X | |
856 | 4 | 1 | |u https://doaj.org/article/f96fe6c99dc6423baf2ac6c970b62d3a |z Connect to this object online. |