2019
DOI: 10.1089/g4h.2018.0107
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Kaizen: Interactive Gaming for Diabetes Patient Education

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Cited by 12 publications
(15 citation statements)
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References 23 publications
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“…Patients also expressed interest in sharing the disease education game with family and friend support networks outside of the clinic. 11 In addition to the opportunities for selfdirected learning, these educational games are often associated with high levels of user satisfaction. Utilizing One Night Stan, a multiplayer card game aimed at educating young Black women on HIV prevention and sexual risk reduction, Hieftje et al reported that gameplay made the content addressing barriers to HIV/STI prevention relatable and interactive.…”
Section: Discussionmentioning
confidence: 99%
See 1 more Smart Citation
“…Patients also expressed interest in sharing the disease education game with family and friend support networks outside of the clinic. 11 In addition to the opportunities for selfdirected learning, these educational games are often associated with high levels of user satisfaction. Utilizing One Night Stan, a multiplayer card game aimed at educating young Black women on HIV prevention and sexual risk reduction, Hieftje et al reported that gameplay made the content addressing barriers to HIV/STI prevention relatable and interactive.…”
Section: Discussionmentioning
confidence: 99%
“…9,10 Gamification is a promising modality for patient and provider education that circumvents many limitations of traditional formats, while also providing unique opportunities for patient-led learning. 11 Thus far, there has been limited integration of gamification into SCD-focused education, with past gamification tools lacking modern features such as use of an easily accessible website platform. 9,12,13 To address this current gap in education tools for SCD, we developed the Game to Raise Awareness for Patient/Provider/Public Education of SCD (GRAPES) tool, an online, trivia-based educational game.…”
Section: Introductionmentioning
confidence: 99%
“…The Kaizen-Education platform has been used across multiple settings including graduate and undergraduate/graduate medical and nursing education, education in research methods and even patient education. [8][9][10][11][12][13][14] While reports exist on the use of gamification to enhance focused educational settings, we report on two novel uses of our gamification platform to display areas of untapped potential of these techniques. First, we report on the use of gamification to expand a local training opportunity in rigor, reproducibility and transparency (R2T) for those pursuing biomedical research to a national audience.…”
Section: Setting Participants and Software Platformmentioning
confidence: 99%
“…Our vision was to create a software platform that enabled educators to leverage gamification to engage learners through question-driven and knowledge-based competitions. The Kaizen-Education platform has been used across multiple settings including graduate and undergraduate/graduate medical and nursing education, education in research methods and even patient education [8][9][10][11][12][13][14]. While reports exist on the use of gamification to enhance focused educational settings, we report on two novel uses of our gamification platform to display areas of untapped potential of these techniques.…”
Section: Setting Participants and Software Platformmentioning
confidence: 99%
“…[23] Virtual games can be used as a standalone simulation-based learning experience, a method of patient education, or presimulation preparation. [20,24,25]…”
Section: Virtual Gaming In Nursing Educationmentioning
confidence: 99%