Game-based Learning Application for Type 2 Diabetes
(eBook)

Book Cover
Published:
[Place of publication not identified] : Colorado Christian University, 2023.
Format:
eBook
Content Description:
1 online resource (manuscript).
Status:
Available Online
Description

Abstract: Background: There is a high incidence of diabetes in West Virginia, with type 2 diabetes mellitus (T2DM) negatively correlated with income and education level in this community. More affordable interventions are needed to improve health and health equity. Purpose: The purpose of this study was to determine the impact of a game-based learning application (app) on hemoglobin A1C (HbA1c) levels over an eight to twelve-week timeframe in adults with uncontrolled T2DM. Method: The project was conducted at a local primary care clinic. Participants included 16 adults aged 18 and older diagnosed with T2DM with a HbA1C of 8% or above. Participants were instructed to complete all educational sections within the application over 4 weeks which took approximately 2 hours total to complete. A baseline and endpoint HbA1c level was obtained for each participant. Results: Baseline and endpoint HbA1c levels were compared. There was a significant reduction in HbA1c levels among participants who completed the gamification app (p=.011). Keywords: Clinic, baseline, Diabetes, endpoint, gamification, hemoglobin A1c.

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APA Citation (style guide)

Canterbury, T. A. (2023). Game-based Learning Application for Type 2 Diabetes. [Place of publication not identified], Colorado Christian University.

Chicago / Turabian - Author Date Citation (style guide)

Canterbury, Tiffney A. 2023. Game-based Learning Application for Type 2 Diabetes. [Place of publication not identified], Colorado Christian University.

Chicago / Turabian - Humanities Citation (style guide)

Canterbury, Tiffney A, Game-based Learning Application for Type 2 Diabetes. [Place of publication not identified], Colorado Christian University, 2023.

MLA Citation (style guide)

Canterbury, Tiffney A. Game-based Learning Application for Type 2 Diabetes. [Place of publication not identified], Colorado Christian University, 2023.

Note! Citation formats are based on standards as of July 2022. Citations contain only title, author, edition, publisher, and year published. Citations should be used as a guideline and should be double checked for accuracy.
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Description
Abstract: Background: There is a high incidence of diabetes in West Virginia, with type 2 diabetes mellitus (T2DM) negatively correlated with income and education level in this community. More affordable interventions are needed to improve health and health equity. Purpose: The purpose of this study was to determine the impact of a game-based learning application (app) on hemoglobin A1C (HbA1c) levels over an eight to twelve-week timeframe in adults with uncontrolled T2DM. Method: The project was conducted at a local primary care clinic. Participants included 16 adults aged 18 and older diagnosed with T2DM with a HbA1C of 8% or above. Participants were instructed to complete all educational sections within the application over 4 weeks which took approximately 2 hours total to complete. A baseline and endpoint HbA1c level was obtained for each participant. Results: Baseline and endpoint HbA1c levels were compared. There was a significant reduction in HbA1c levels among participants who completed the gamification app (p=.011). Keywords: Clinic, baseline, Diabetes, endpoint, gamification, hemoglobin A1c.
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Record Information

Last Sierra Extract TimeApr 12, 2024 07:08:28 PM
Last File Modification TimeApr 12, 2024 07:08:51 PM
Last Grouped Work Modification TimeApr 12, 2024 07:08:38 PM

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