关键词: children distance communication evaluation mobile phone playtest serious game type 1 diabetes user-centered approach

来  源:   DOI:10.2196/33955

Abstract:
BACKGROUND: The complications of type 1 diabetes (T1D) can be delayed or prevented in children with T1D who receive proper self-management education. Smartphone-based serious games are increasingly being used as an effective tool for teaching self-management. When developing a serious game, it is important that the development process be user-centered. Traditionally, different face-to-face methods have been used when children participate in the development process. However, face-to-face data collection is not always feasible. In such situations, distance communication can be used when developing a serious game.
OBJECTIVE: The objective of this study is to develop a user-centered smartphone-based serious game that teaches self-management focused on carbohydrate intake in children aged 8-14 years with T1D using distance communication in both the development and evaluation of the game.
METHODS: The development and evaluation of a smartphone-based serious game prototype was inspired by the Lean principles, and a user-centered approach was applied. The development process included 1 expert interview and design workshops with children with T1D. On the basis of the interview and design workshop results, a serious game prototype was developed using Microsoft PowerPoint. The evaluation of the serious game prototype included an interview with a dietitian and a playtest with children with T1D. All data were collected using distance communication.
RESULTS: A user-centered smartphone-based serious game prototype was developed and evaluated. The expert interview with the dietitian formed the basis for the learning outcomes in the game. Four children and their parents contributed to the preferences, needs, requirements, and ideas for selected parts of the game design. The dietitian evaluated the prototype positively and validated its content and accuracy. The serious game prototype was well-received by the children and their parents during the playtest. The serious game prototype was perceived as a useful and engaging way to learn. However, the difficulty level was not appropriate, and the information was too basic for participants who had been diagnosed over a year ago. The use of digital communication platforms did not cause any problems.
CONCLUSIONS: The smartphone-based serious game prototype has the potential to be a useful and attractive tool for teaching disease self-management. The use of distance communication proved to be a useful approach in the development of a serious game.
摘要:
背景:在接受适当的自我管理教育的T1D儿童中,可以延迟或预防1型糖尿病(T1D)的并发症。基于智能手机的严肃游戏越来越多地被用作教学自我管理的有效工具。当开发一个严肃的游戏时,开发过程必须以用户为中心。传统上,当儿童参与发展过程时,已经使用了不同的面对面方法。然而,面对面的数据收集并不总是可行的。在这种情况下,远程通信可以用来开发一个严肃的游戏。
目的:本研究的目的是开发一种以用户为中心的基于智能手机的严肃游戏,该游戏通过远程通信在游戏的开发和评估中教授针对8-14岁T1D儿童碳水化合物摄入量的自我管理。
方法:基于智能手机的严肃游戏原型的开发和评估受到精益原则的启发,并应用了以用户为中心的方法。开发过程包括1个专家访谈和与T1D儿童的设计研讨会。在访谈和设计研讨会结果的基础上,使用MicrosoftPowerPoint开发了一个严肃的游戏原型。对严肃游戏原型的评估包括对营养师的采访和对T1D儿童的测试。所有数据均使用距离通信收集。
结果:开发并评估了以用户为中心的基于智能手机的严肃游戏原型。与营养师的专家访谈为游戏中的学习成果奠定了基础。四个孩子和他们的父母对偏好做出了贡献,需要,requirements,以及游戏设计的选定部分的想法。营养师对原型进行了积极的评估,并验证了其内容和准确性。严肃的游戏原型在游戏测试中受到孩子和他们的父母的欢迎。严肃的游戏原型被认为是一种有用且引人入胜的学习方式。然而,难度级别不合适,对于一年多前被诊断的参与者来说,这些信息太基本了。使用数字通信平台没有造成任何问题。
结论:基于智能手机的严肃游戏原型有可能成为教授疾病自我管理的有用且有吸引力的工具。事实证明,使用远程通信是开发严肃游戏的有用方法。
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