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Effect of implementing a mobile game on improving dietary information in diabetic patients
Background: Nowadays, digital games are not just entertainment, but beside routine treatments, they are used in patient care, especially in patients with diabetes. Application of digital games in patient’s education can improve self-management of diabetes. The aim of the present study was to evaluat...
Autores principales: | , , |
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Formato: | Online Artículo Texto |
Lenguaje: | English |
Publicado: |
Iran University of Medical Sciences
2021
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Materias: | |
Acceso en línea: | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC8278028/ https://www.ncbi.nlm.nih.gov/pubmed/34277505 http://dx.doi.org/10.47176/mjiri.35.68 |
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author | Koohmareh, Zahra Karandish, Majid Hadianfard, Ali Mohammad |
author_facet | Koohmareh, Zahra Karandish, Majid Hadianfard, Ali Mohammad |
author_sort | Koohmareh, Zahra |
collection | PubMed |
description | Background: Nowadays, digital games are not just entertainment, but beside routine treatments, they are used in patient care, especially in patients with diabetes. Application of digital games in patient’s education can improve self-management of diabetes. The aim of the present study was to evaluate the effect of a mobile game (Amoo) implementation on enhancing dietary information in patients with type 2 diabetes. Methods: A mobile game (called Amoo), which was developed by researchers of this study, was applied to assess the self-education of patients with diabetes. Sixty patients with type 2 diabetes participated in the study. The participants took part in a pre-intervention test to determine their dietary information. The participants were randomly divided into one of two groups, including the intervention group: played the game for 15 minutes daily for 6 weeks, and the control group: did not involve in the game. A post-intervention test was run to show a possible improvement in dietary information. Data were analyzed using paired t test and suitable non-parametric testes including Mann-Whitney and Wilcoxon signed rank tests as well as Spearman and Pearson correlation coefficients via IBM SPSS statistics version 21 (SPSS, v 21.0, IBM, Armonk, NY, USA). A P-value less than 0.05 was considered as a significant level. Results: The results indicated a statistically significant difference between the pre and post test scores in the intervention group (p<0.001). However, there was no significant difference in fasting blood sugar (p=0.125). Conclusion: The mobile game (Amoo) could enhance the knowledge of patients with type 2 diabetes about food calories and glycemic index. This means that mobile games may serve as an educational aid to these patients. |
format | Online Article Text |
id | pubmed-8278028 |
institution | National Center for Biotechnology Information |
language | English |
publishDate | 2021 |
publisher | Iran University of Medical Sciences |
record_format | MEDLINE/PubMed |
spelling | pubmed-82780282021-07-16 Effect of implementing a mobile game on improving dietary information in diabetic patients Koohmareh, Zahra Karandish, Majid Hadianfard, Ali Mohammad Med J Islam Repub Iran Original Article Background: Nowadays, digital games are not just entertainment, but beside routine treatments, they are used in patient care, especially in patients with diabetes. Application of digital games in patient’s education can improve self-management of diabetes. The aim of the present study was to evaluate the effect of a mobile game (Amoo) implementation on enhancing dietary information in patients with type 2 diabetes. Methods: A mobile game (called Amoo), which was developed by researchers of this study, was applied to assess the self-education of patients with diabetes. Sixty patients with type 2 diabetes participated in the study. The participants took part in a pre-intervention test to determine their dietary information. The participants were randomly divided into one of two groups, including the intervention group: played the game for 15 minutes daily for 6 weeks, and the control group: did not involve in the game. A post-intervention test was run to show a possible improvement in dietary information. Data were analyzed using paired t test and suitable non-parametric testes including Mann-Whitney and Wilcoxon signed rank tests as well as Spearman and Pearson correlation coefficients via IBM SPSS statistics version 21 (SPSS, v 21.0, IBM, Armonk, NY, USA). A P-value less than 0.05 was considered as a significant level. Results: The results indicated a statistically significant difference between the pre and post test scores in the intervention group (p<0.001). However, there was no significant difference in fasting blood sugar (p=0.125). Conclusion: The mobile game (Amoo) could enhance the knowledge of patients with type 2 diabetes about food calories and glycemic index. This means that mobile games may serve as an educational aid to these patients. Iran University of Medical Sciences 2021-05-29 /pmc/articles/PMC8278028/ /pubmed/34277505 http://dx.doi.org/10.47176/mjiri.35.68 Text en © 2021 Iran University of Medical Sciences https://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 | Original Article Koohmareh, Zahra Karandish, Majid Hadianfard, Ali Mohammad Effect of implementing a mobile game on improving dietary information in diabetic patients |
title | Effect of implementing a mobile game on improving dietary information in diabetic patients |
title_full | Effect of implementing a mobile game on improving dietary information in diabetic patients |
title_fullStr | Effect of implementing a mobile game on improving dietary information in diabetic patients |
title_full_unstemmed | Effect of implementing a mobile game on improving dietary information in diabetic patients |
title_short | Effect of implementing a mobile game on improving dietary information in diabetic patients |
title_sort | effect of implementing a mobile game on improving dietary information in diabetic patients |
topic | Original Article |
url | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC8278028/ https://www.ncbi.nlm.nih.gov/pubmed/34277505 http://dx.doi.org/10.47176/mjiri.35.68 |
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