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A systematized review on diabetes gamification

Background: Gamification is an effective tool used to enhance the quality of education and training, to create motivation and enthusiasm, and to maintain competitiveness in the targeted population. Given that, the present study is an attempt to review gamification used in the field of diabetes syste...

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Autores principales: Asadzandi, Shadi, Sedghi, Shahram, Bigdeli, Shoaleh, Sanjari, Mahnaz
Formato: Online Artículo Texto
Lenguaje:English
Publicado: Iran University of Medical Sciences 2020
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC8004582/
https://www.ncbi.nlm.nih.gov/pubmed/33816367
http://dx.doi.org/10.47176/mjiri.34.168
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author Asadzandi, Shadi
Sedghi, Shahram
Bigdeli, Shoaleh
Sanjari, Mahnaz
author_facet Asadzandi, Shadi
Sedghi, Shahram
Bigdeli, Shoaleh
Sanjari, Mahnaz
author_sort Asadzandi, Shadi
collection PubMed
description Background: Gamification is an effective tool used to enhance the quality of education and training, to create motivation and enthusiasm, and to maintain competitiveness in the targeted population. Given that, the present study is an attempt to review gamification used in the field of diabetes systematically and its effects on the target group. Methods: Articles were retrieved from eight databases via an electronic advanced search. The data were imported to Endnote; and to assess the quality of the articles, PRISMA and CASP were used. Finally, according to the inclusion criteria, the appropriate articles were selected. Results: This study indicates that physical activity and nutrition were the most frequent diabetic subgroups in diabetes gamification. In addition, all diabetes gamification programs were designed to educate, teach skills and make behavior improvement in diabetics. Conclusion: Diabetes gamification have the capacity to change health behaviors among all age groups and can create an innovative, attractive and interactive learning environment accompanied by fun and engagement. Professor, Health Management and Economics Research Center, Iran University of Medical Sciences, Tehran, Iran; Librarianship and Medical Information Science, Iran University of Medical Sciences, Tehran, Iran.
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spelling pubmed-80045822021-04-01 A systematized review on diabetes gamification Asadzandi, Shadi Sedghi, Shahram Bigdeli, Shoaleh Sanjari, Mahnaz Med J Islam Repub Iran Review Article Background: Gamification is an effective tool used to enhance the quality of education and training, to create motivation and enthusiasm, and to maintain competitiveness in the targeted population. Given that, the present study is an attempt to review gamification used in the field of diabetes systematically and its effects on the target group. Methods: Articles were retrieved from eight databases via an electronic advanced search. The data were imported to Endnote; and to assess the quality of the articles, PRISMA and CASP were used. Finally, according to the inclusion criteria, the appropriate articles were selected. Results: This study indicates that physical activity and nutrition were the most frequent diabetic subgroups in diabetes gamification. In addition, all diabetes gamification programs were designed to educate, teach skills and make behavior improvement in diabetics. Conclusion: Diabetes gamification have the capacity to change health behaviors among all age groups and can create an innovative, attractive and interactive learning environment accompanied by fun and engagement. Professor, Health Management and Economics Research Center, Iran University of Medical Sciences, Tehran, Iran; Librarianship and Medical Information Science, Iran University of Medical Sciences, Tehran, Iran. Iran University of Medical Sciences 2020-12-14 /pmc/articles/PMC8004582/ /pubmed/33816367 http://dx.doi.org/10.47176/mjiri.34.168 Text en © 2020 Iran University of Medical Sciences http://creativecommons.org/licenses/by-nc-sa/1.0/ This is an open-access article distributed under the terms of the Creative Commons Attribution NonCommercial-ShareAlike 1.0 License (CC BY-NC-SA 1.0), which allows users to read, copy, distribute and make derivative works for non-commercial purposes from the material, as long as the author of the original work is cited properly.
spellingShingle Review Article
Asadzandi, Shadi
Sedghi, Shahram
Bigdeli, Shoaleh
Sanjari, Mahnaz
A systematized review on diabetes gamification
title A systematized review on diabetes gamification
title_full A systematized review on diabetes gamification
title_fullStr A systematized review on diabetes gamification
title_full_unstemmed A systematized review on diabetes gamification
title_short A systematized review on diabetes gamification
title_sort systematized review on diabetes gamification
topic Review Article
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC8004582/
https://www.ncbi.nlm.nih.gov/pubmed/33816367
http://dx.doi.org/10.47176/mjiri.34.168
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