The Effectiveness of Gamification Diabetes Education Program for Poorly Controlled Type 2 Diabetic Patients

NACompletedINTERVENTIONAL
Enrollment

158

Participants

Timeline

Start Date

March 1, 2017

Primary Completion Date

August 15, 2018

Study Completion Date

August 15, 2018

Conditions
Diabetic Patients, Gamification, Diabetic Education
Interventions
DEVICE

Gamification Diabetes Education Program (GDEP)

"Diabetic application focuses on diabetes management and consists of two gamelets and consist of story-telling, case scenarios with the integration of problem-based decision-making and solving skills in diabetes management. These scenarios created are familiar to the patients and nurses - to make the games more interactive and realistic to the players (participants). Immediate feedback will be given after they select their decision. The visual reward will appear after attaining one score for each correct question. Participants can easily access and play the games several times till contents are reinforced and knowledge is retained or at their own comfort level. This game mechanics aim to motivate and assist patients to achieve their desired result and self-efficacy behaviors. It addresses the deficits from the current literature review, by aiming to be up-to-date, reliable with new updated scenarios and platform."

Trial Locations (1)

308433

11 Jalan, Tan Tock Seng Hospital,, Singapore

All Listed Sponsors
collaborator

Tan Tock Seng Hospital

OTHER

lead

National Healthcare Group, Singapore

OTHER_GOV

NCT03273140 - The Effectiveness of Gamification Diabetes Education Program for Poorly Controlled Type 2 Diabetic Patients | Biotech Hunter | Biotech Hunter