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Design and Usability of an Avatar-Based Learning Program to Support Diabetes Education: Quality Improvement Study in Colombia

BACKGROUND: This quality improvement study, entitled Avatar-Based LEarning for Diabetes Optimal Control (ABLEDOC), explored the feasibility of delivering an educational program to people with diabetes in Colombia. The aim was to discover how this approach could be used to improve awareness and under...

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Autores principales: Bishop, Emma, Allington, Daisy, Ringrose, Tim, Martin, Clare, Aldea, Arantza, García-Jaramillo, Maira, León-Vargas, Fabian, Leal, Yenny, Henao, Diana, Gómez, Ana Maria
Formato: Online Artículo Texto
Lenguaje:English
Publicado: SAGE Publications 2022
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC10563524/
https://www.ncbi.nlm.nih.gov/pubmed/36377096
http://dx.doi.org/10.1177/19322968221136141
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author Bishop, Emma
Allington, Daisy
Ringrose, Tim
Martin, Clare
Aldea, Arantza
García-Jaramillo, Maira
León-Vargas, Fabian
Leal, Yenny
Henao, Diana
Gómez, Ana Maria
author_facet Bishop, Emma
Allington, Daisy
Ringrose, Tim
Martin, Clare
Aldea, Arantza
García-Jaramillo, Maira
León-Vargas, Fabian
Leal, Yenny
Henao, Diana
Gómez, Ana Maria
author_sort Bishop, Emma
collection PubMed
description BACKGROUND: This quality improvement study, entitled Avatar-Based LEarning for Diabetes Optimal Control (ABLEDOC), explored the feasibility of delivering an educational program to people with diabetes in Colombia. The aim was to discover how this approach could be used to improve awareness and understanding of the condition, the effects of treatment, and strategies for effective management of blood-glucose control. METHODS: Individuals with diabetes were recruited by Colombian endocrinologists to a human-centered study to codesign the educational program, using the Double Diamond model. Participants contributed to two phases. The first phase focused on gathering unmet educational needs and choice of curriculum. Three prototypes were developed as a result. During phase 2, a different group of participants engaged with the program for several weeks, before reporting back. RESULTS: Thirty-six participants completed a Web survey during phase 1, and five were also interviewed by telephone. The majority (33 of 36; 91%) were receptive to the prospect of educational interventions and ranked the chosen topic of hypoglycemia highly. In phase 2, the three prototypes were tested by 17 participants, 10 of whom also gave feedback in focus groups. The response was overwhelmingly positive, with 16 of 17 (94%) stating they would use a program like this again. The 3D version was the most highly rated. CONCLUSIONS: Immersive, avatar-based programs, delivered through smartphone, have the potential to deliver educational information that is trusted, engaging, and useful. Future work includes expansion of the curriculum, evaluation with a larger group, and exploration of the prospective role of artificial intelligence in personalizing this form of educational intervention.
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spelling pubmed-105635242023-10-11 Design and Usability of an Avatar-Based Learning Program to Support Diabetes Education: Quality Improvement Study in Colombia Bishop, Emma Allington, Daisy Ringrose, Tim Martin, Clare Aldea, Arantza García-Jaramillo, Maira León-Vargas, Fabian Leal, Yenny Henao, Diana Gómez, Ana Maria J Diabetes Sci Technol Special Section: Technology for Diabetes Education BACKGROUND: This quality improvement study, entitled Avatar-Based LEarning for Diabetes Optimal Control (ABLEDOC), explored the feasibility of delivering an educational program to people with diabetes in Colombia. The aim was to discover how this approach could be used to improve awareness and understanding of the condition, the effects of treatment, and strategies for effective management of blood-glucose control. METHODS: Individuals with diabetes were recruited by Colombian endocrinologists to a human-centered study to codesign the educational program, using the Double Diamond model. Participants contributed to two phases. The first phase focused on gathering unmet educational needs and choice of curriculum. Three prototypes were developed as a result. During phase 2, a different group of participants engaged with the program for several weeks, before reporting back. RESULTS: Thirty-six participants completed a Web survey during phase 1, and five were also interviewed by telephone. The majority (33 of 36; 91%) were receptive to the prospect of educational interventions and ranked the chosen topic of hypoglycemia highly. In phase 2, the three prototypes were tested by 17 participants, 10 of whom also gave feedback in focus groups. The response was overwhelmingly positive, with 16 of 17 (94%) stating they would use a program like this again. The 3D version was the most highly rated. CONCLUSIONS: Immersive, avatar-based programs, delivered through smartphone, have the potential to deliver educational information that is trusted, engaging, and useful. Future work includes expansion of the curriculum, evaluation with a larger group, and exploration of the prospective role of artificial intelligence in personalizing this form of educational intervention. SAGE Publications 2022-11-14 /pmc/articles/PMC10563524/ /pubmed/36377096 http://dx.doi.org/10.1177/19322968221136141 Text en © 2022 Diabetes Technology Society https://creativecommons.org/licenses/by/4.0/This article is distributed under the terms of the Creative Commons Attribution 4.0 License (https://creativecommons.org/licenses/by/4.0/) which permits any use, reproduction and distribution of the work without further permission provided the original work is attributed as specified on the SAGE and Open Access pages (https://us.sagepub.com/en-us/nam/open-access-at-sage).
spellingShingle Special Section: Technology for Diabetes Education
Bishop, Emma
Allington, Daisy
Ringrose, Tim
Martin, Clare
Aldea, Arantza
García-Jaramillo, Maira
León-Vargas, Fabian
Leal, Yenny
Henao, Diana
Gómez, Ana Maria
Design and Usability of an Avatar-Based Learning Program to Support Diabetes Education: Quality Improvement Study in Colombia
title Design and Usability of an Avatar-Based Learning Program to Support Diabetes Education: Quality Improvement Study in Colombia
title_full Design and Usability of an Avatar-Based Learning Program to Support Diabetes Education: Quality Improvement Study in Colombia
title_fullStr Design and Usability of an Avatar-Based Learning Program to Support Diabetes Education: Quality Improvement Study in Colombia
title_full_unstemmed Design and Usability of an Avatar-Based Learning Program to Support Diabetes Education: Quality Improvement Study in Colombia
title_short Design and Usability of an Avatar-Based Learning Program to Support Diabetes Education: Quality Improvement Study in Colombia
title_sort design and usability of an avatar-based learning program to support diabetes education: quality improvement study in colombia
topic Special Section: Technology for Diabetes Education
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC10563524/
https://www.ncbi.nlm.nih.gov/pubmed/36377096
http://dx.doi.org/10.1177/19322968221136141
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