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An augmented reality game to support therapeutic education for children with diabetes

机译:增强现实游戏,支持糖尿病儿童的治疗教育

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摘要

Therapeutic education in diabetes helps patients take responsibility for self-control of their disease, and providing technological support systems facilitates this education. In this paper, we present an augmented reality game to support therapeutic education for patients with diabetes. Our game helps children (aged 5–14 years) to learn carbohydrate (carb) content of different foods. The game shows virtual foods on a real dish. The number of carb choices corresponding to the visualized food is also shown (1 carb choice = 10 grams of carbs). A study to determine the effectiveness of the game in terms of learning and perceived satisfaction and usability was carried out. A total of seventy children with diabetes participated in the study. From the results, we observed that the initial knowledge about carb choices of the children who participated in the study was low (a mean of 2 on a scale from 0 to 9). This indicates that therapeutic education for patients with diabetes is needed. When the results for the pre-knowledge questionnaire and the post-knowledge questionnaire were compared, it was shown that the children learned about carb choices by playing our game. We used two post-knowledge questionnaires (one post-knowledge questionnaire that contained the same foods as the pre-knowledge questionnaire and a second post-knowledge questionnaire that contained foods that were different from the ones on the pre-knowledge questionnaire). There were no statistically significant differences between these two different post-knowledge questionnaires. Moreover, the knowledge acquired was independent of gender and age. We also evaluated usability and perceived satisfaction. The children were satisfied with the game and considered that the game offers a high degree of usability. This game could be a valuable therapeutic education tool for patients with diabetes.
机译:糖尿病治疗教育可帮助患者承担疾病自我控制的责任,并且提供技术支持系统可促进这种教育。在本文中,我们提出了一种增强现实游戏,以支持对糖尿病患者的治疗教育。我们的游戏可帮助5-14岁的儿童学习不同食物中的碳水化合物含量。游戏在真实的盘子上显示虚拟食物。还显示了对应于可视化食物的碳水化合物选择数量(1个碳水化合物选择= 10克碳水化合物)。进行了一项研究,以确定游戏在学习,感知的满意度和可用性方面的有效性。共有70名糖尿病儿童参加了这项研究。从结果中,我们观察到参与研究的儿童对碳水化合物选择的初步了解很低(从0到9的等级平均为2)。这表明需要对糖尿病患者进行治疗教育。当比较知识前问卷和知识后问卷的结果时,表明孩子们通过玩我们的游戏了解了碳水化合物的选择。我们使用了两个知识后问卷(一个知识后问卷包含与知识前问卷相同的食物,另一个知识后问卷包含与该知识前问卷中的食物不同的食物)。这两个不同的知识后问卷之间没有统计学上的显着差异。此外,所获得的知识与性别和年龄无关。我们还评估了可用性和感知满意度。孩子们对该游戏感到满意,并认为该游戏具有很高的可用性。该游戏可能是糖尿病患者的宝贵治疗教育工具。

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