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Learning Experience Design of an mHealth Self-Management Intervention for Adolescents with Type 1 Diabetes

Title: Learning Experience Design of an mHealth Self-Management Intervention for Adolescents with Type 1 Diabetes
Language: English
Authors: Schmidt, Matthew; Lu, Jie (ORCID 0000-0002-7466-6177); Luo, Wenjing; Cheng, Li; Lee, Minyoung; Huang, Rui; Weng, Yueqi; Kichler, Jessica C.; Corathers, Sarah D.; Jacobsen, Laura M.; Albanese-O'Neill, Anastasia; Smith, Laura; Westen, Sarah; Gutierrez-Colina, Ana M.; Heckaman, Leah; Wetter, Sara E.; Driscoll, Kimberly A.; Modi, Avani
Source: Educational Technology Research and Development. Dec 2022 70(6):2171-2209.
Availability: Springer. Available from: Springer Nature. One New York Plaza, Suite 4600, New York, NY 10004. Tel: 800-777-4643; Tel: 212-460-1500; Fax: 212-460-1700; e-mail: customerservice@springernature.com; Web site: https://link.springer.com/
Peer Reviewed: Y
Page Count: 39
Publication Date: 2022
Sponsoring Agency: National Institute of Diabetes and Digestive and Kidney Diseases (NIDDK) (DHHS/NIH)
Contract Number: R01DK121295
Document Type: Journal Articles; Reports - Research
Descriptors: Adolescents; Diabetes; Self Management; Intervention; Health Programs; Program Evaluation; Program Design; Learning Experience; Design
DOI: 10.1007/s11423-022-10160-6
ISSN: 1042-1629; 1556-6501
Abstract: Type 1 diabetes (T1D) is a lifelong and chronic condition that can cause severely compromised health. The T1D treatment regimen is complex, and is a particular challenge for adolescents, who frequently experience a number of treatment adherence barriers (e.g., forgetfulness, planning and organizational challenges, stress). Diabetes Journey is a gamified mHealth program designed to improve T1D self-management through a specific focus on decreasing adherence barriers and improving executive functioning skills for adolescents. Grounded in situativity theory and guided by a sociotechnical-pedagogical usability framework, Diabetes Journey was designed, developed, and evaluated using a learning experience design approach. This approach applied design thinking methods within a Successive Approximation Model design process. Iterative design and formative evaluation were conducted across three design phases, and improvements were implemented following each phase. Findings from the user testing phase indicate Diabetes Journey is a user-friendly mHealth program with high usability that holds promise for enhancing adolescents' T1D self-management. Implications for future designers and researchers are discussed regarding the social dimension of the sociotechnical-pedagogical usability framework. An extension to the framework is proposed to extend the social dimension to include socio-cultural and contextual considerations when designing mHealth applications. Consideration of the pedagogical and sociocultural dimensions of learning is imperative when developing psychoeducational interventions.
Abstractor: As Provided
Entry Date: 2022
Accession Number: EJ1358464
Database: ERIC