Game-based Learning Application for Type 2 Diabetes

Book Cover
Publisher:
Colorado Christian University
Pub. Date:
2023
Language:
English
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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Grouping Information

Grouped Work IDaa5aaa0f-419e-332b-06d8-56e36cd4b0b4
Grouping Titlegame based learning application for type 2 diabetes
Grouping Authortiffney a canterbury
Grouping Categorybook
Grouping LanguageEnglish (eng)
Last Grouping Update2024-04-12 19:08:38PM
Last Indexed2024-05-09 03:37:07AM

Solr Fields

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author
Canterbury, Tiffney A.
author_display
Canterbury, Tiffney A.
available_at_ccu
CCU Electronic Resources
detailed_location_ccu
CCU Electronic Resources
display_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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eBook
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eBook
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E-book
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2024-05-09T09:37:07.027Z
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Unknown
literary_form_full
Unknown
local_time_since_added_ccu
Year
owning_library_ccu
Colorado Christian University Online
owning_location_ccu
CCU Electronic Resources
publishDate
2023
publisher
Colorado Christian University
recordtype
grouped_work
series
CCU Doctor of Nursing Practice Project Report
series_with_volume
CCU Doctor of Nursing Practice Project Report|
subject_facet
Diabetes -- Gamification
Diabetes -- Therapeutics, Physiological
Diabetes -- United States
Type 2 diabetes -- Treatment
title_display
Game-based Learning Application for Type 2 Diabetes
title_full
Game-based Learning Application for Type 2 Diabetes / Tiffney A. Canterbury
title_short
Game-based Learning Application for Type 2 Diabetes
topic_facet
Diabetes
Gamification
Therapeutics, Physiological
Treatment
Type 2 diabetes

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