Comparison of the effectiveness of self-care educational program using animation and role-playing on quality of life in adolescents with type 1 diabetes.

IF 1.3 Q3 EDUCATION, SCIENTIFIC DISCIPLINES Journal of Education and Health Promotion Pub Date : 2024-09-28 eCollection Date: 2024-01-01 DOI:10.4103/jehp.jehp_32_24
Parisa Hosseiniasl, Zohreh Karimi, Abdolkarim G Moghadam, Maryam A Mazaheri, Mohammad Zoladl
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Abstract

Background: 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.

Materials and methods: 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 post hoc and paired t-statistical tests.

Results: 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) (P = 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 (P = 0.001).

Conclusion: 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.

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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影响。
背景:1型糖尿病是一种慢性疾病,青少年诊断为1型糖尿病的人数正在增加。自我保健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自我护理教育项目,运用动画和角色扮演对青少年1型糖尿病患者生活质量的影响。材料与方法:本准实验研究采用方便抽样法,选取2021年5月至8月在伊斯法罕伊玛目侯赛因(Imam Hossein, PBUH)儿科内分泌科门诊就诊的111例1型糖尿病青少年患者。在干预前后分别使用青少年糖尿病生活质量量表。两组干预每周2次,疗程2个月。数据分析采用单因素方差分析、卡方检验、Bonferroni事后检验和配对t统计检验。结果:干预完成后,第一组(动画)的平均生活质量评分显著高于第二组(角色扮演)(P = 0.001)。在干预组1(动画)和干预组2(角色扮演)中,研究干预完成后,生活质量评分及其分量表与研究开始时相比有显著增加(P = 0.001)。结论:动画和角色扮演教育方法对生活质量得分的影响均有统计学意义,且动画教育方法比角色扮演教育方法更有效。因此,建议管理者、决策者和卫生团队成员在1型糖尿病青少年的教育计划中考虑实施这些教育方法,并采用这两种教育方法。
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来源期刊
CiteScore
2.60
自引率
21.40%
发文量
218
审稿时长
34 weeks
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