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Learning experience design of an mHealth self-management intervention for adolescents with type 1 diabetes

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 organizatio...

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Bibliographic Details
Published in:Educational technology research and development 2022-12, Vol.70 (6), p.2171-2209
Main Authors: Schmidt, Matthew, Lu, Jie, 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
Format: Article
Language:English
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Summary: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.
ISSN:1042-1629
1556-6501
DOI:10.1007/s11423-022-10160-6