糖尿病自我管理教育视频游戏对1型糖尿病儿童自我护理方案依从性的影响

Ebrahim Rafeezadeh, N. Ghaemi, H. Miri, A. Rezaeian
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引用次数: 3

摘要

Â背景:1型糖尿病是儿童中最常见的内分泌疾病,需要严格遵守自我保健方案。因此,让孩子们接触具有教育意义的电子游戏可以成为一种促进他们遵守这些规则的策略。目的:本研究的主要目的是调查糖尿病自我管理教育视频游戏对1型糖尿病儿童自我护理方案依从性的影响。方法:对2018年在伊朗马什哈德阿克巴儿童医院收治的68名8-12岁1型糖尿病患儿进行两组随机临床试验。采用回顾法提取1型糖尿病儿童自我保健包。干预组玩设计好的互动视频游戏。数据采用SPSS软件(version 16)进行独立t检验和Mann Whitney U检验。结果:两个研究组在人口学特征方面是同质的。独立t检验结果显示,干预组(77.5±10.1)与对照组(78.7±7.4)干预前平均生活自理评分差异无统计学意义(P=0.57)。干预组自我护理得分(82.9±7.8)显著高于对照组(77.3±7.7),差异有统计学意义(P=0.57)。组内比较也证实了上述发现。实践启示:设计的教育性视频游戏可以显著提高儿童的自理能力得分。鉴于基于网络的视频游戏可以被操纵和快速更新,建议在未来的研究中比较在线和离线视频游戏。一个
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Effect of an Educational Video Game for Diabetes Self-management on Adherence to a Self-care Regimen in Children with Type 1 Diabetes
 Background: Type 1 diabetes is known as the most common endocrine disorder in children which requires strict adherence to self-care regimen. Accordingly, childrenâ��s exposure to educational video games can be a strategy for promoting adherence to such regimens. Aim: 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. Method: This two-group randomized clinical trial was conducted on 68 children aged 8-12 years affected with type 1 diabetes and admitted to Akbar Childrenâ��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. Results: 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. Implications for Practice: The designed educational video game could significantly improve childrenâ��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. Â
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来源期刊
Evidence Based Care Journal
Evidence Based Care Journal Medicine-Health Policy
CiteScore
2.00
自引率
0.00%
发文量
0
审稿时长
12 weeks
期刊介绍: The Evidence Based Care Journal (EBCJ) is an international, peer reviewed, scientific journal that seeks to promote the development and exchange of knowledge that is directly relevant to all spheres of patient care. The primary aim is to promote a high standard of clinically related scholarship which advances and supports patient care in practice. The Journal also aims to promote the international exchange of ideas and experience that draws from the different cultures in which practice takes place. Further, EBCJ seeks to enrich insight into clinical needs and the implications for patient care intervention and models of service delivery. Emphasis is placed on clinical practicality of research findings and strength of study design. EBCJ is essential reading for anyone involved in healthcare professions, whether clinicians, researchers, educators, managers, policy makers, or students. Contributions are welcomed from other health professionals on issues that have a direct impact on patient care.
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