Effect of a gamified digital platform in increasing learning about the prevention of metabolic syndrome, obesity, and type 2 diabetes mellitus

D. Incontri-Abraham, Rocio Macin-Segovia, Elisa Kobashi, Maritza Parada, Daniela González, Alejandro Galván, A. P. Ibarra-García, Antonio Ibarra
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Abstract

Introduction: Gamified digital platforms allow non-health related individuals to learn about the prevention, management and treatment of obesity, metabolic syndrome, and type 2 diabetes mellitus (T2DM). Objective: The purpose of this study was to evaluate whether a new gamified digital platform increases learning about the prevention of metabolic syndrome, obesity, and T2DM. Methods: An exploratory, randomized, cause-effect study was carried out in 150 children between 10 and 12 years of age. Three exploratory, cause-effect experiments were designed to evaluate each one of the following pathologies: T2DM, obesity and metabolic syndrome. For each experiment, two study groups of 25 individuals each were formed. The experimental group was asked to use the digital platform that contained the information on the pathology under study in an animated storytelling and playful way. The control group received written information about each pathology. The assessment was carried out by applying a validated questionnaire including basic questions about the three diseases. This test was performed before and after the intervention. Results: We found a significant improvement (p<0.05) in the post-intervention knowledge acquired within the experimental group about metabolic syndrome, obesity, and T2DM when using the digital platform and compared to the control group. Children in the control group significantly improved their scores after the intervention compared to their baseline ones. Conclusion: Gamified digital platforms have the potential to be a novel primary prevention method for metabolic diseases. The present study allows us to conclude that any validated learning instrument increases knowledge about metabolic diseases. However, gamified digital platforms significantly increase learning compared to other types of methods (written information).
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游戏化数字平台在提高对预防代谢综合征、肥胖和2型糖尿病的了解方面的作用
导论:游戏化的数字平台允许非健康相关的个人了解肥胖、代谢综合征和2型糖尿病(T2DM)的预防、管理和治疗。目的:本研究的目的是评估一个新的游戏化数字平台是否增加了对预防代谢综合征、肥胖和2型糖尿病的了解。方法:对150名10 - 12岁儿童进行了一项探索性、随机、因果研究。设计了三个探索性的因果实验来评估以下病理:T2DM、肥胖和代谢综合征。每个实验都分为两个研究组,每组25人。实验组被要求使用数字平台,该平台以动画叙事和有趣的方式包含所研究的病理信息。对照组接受每项病理的书面信息。采用一份有效的问卷进行评估,其中包括有关这三种疾病的基本问题。该测试分别在干预前后进行。结果:实验组使用数字平台获得的代谢综合征、肥胖、T2DM的干预后知识与对照组相比有显著提高(p<0.05)。干预后,对照组儿童的得分明显高于基线水平。结论:游戏化数字平台有可能成为代谢性疾病的一种新型一级预防方法。目前的研究使我们得出结论,任何经过验证的学习工具都可以增加对代谢疾病的了解。然而,与其他类型的方法(书面信息)相比,游戏化的数字平台显著提高了学习效果。
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