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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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Published in: | Educational technology research and development 2022-12, Vol.70 (6), p.2171-2209 |
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creator | 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 |
description | 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. |
doi_str_mv | 10.1007/s11423-022-10160-6 |
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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.</description><identifier>ISSN: 1042-1629</identifier><identifier>EISSN: 1556-6501</identifier><identifier>DOI: 10.1007/s11423-022-10160-6</identifier><identifier>PMID: 36278247</identifier><language>eng</language><publisher>New York: Springer US</publisher><subject>Adolescents ; Design ; Development ; Development Article ; Diabetes ; Diabetes therapy ; Education ; Educational Technology ; Evaluation ; Executive function ; Formative Evaluation ; Health Programs ; Intervention ; Learning and Instruction ; Learning Experience ; Medical screening ; Patient compliance ; Pedagogy ; Program Design ; Program Evaluation ; Self Management ; Social aspects ; Teenagers ; Telemedicine ; Type 1 diabetes ; Usability ; Youth</subject><ispartof>Educational technology research and development, 2022-12, Vol.70 (6), p.2171-2209</ispartof><rights>Association for Educational Communications and Technology 2022. Springer Nature or its licensor holds exclusive rights to this article under a publishing agreement with the author(s) or other rightsholder(s); author self-archiving of the accepted manuscript version of this article is solely governed by the terms of such publishing agreement and applicable law.</rights><rights>Association for Educational Communications and Technology 2022, Springer Nature or its licensor holds exclusive rights to this article under a publishing agreement with the author(s) or other rightsholder(s); author self-archiving of the accepted manuscript version of this article is solely governed by the terms of such publishing agreement and applicable law.</rights><rights>COPYRIGHT 2022 Springer</rights><lds50>peer_reviewed</lds50><oa>free_for_read</oa><woscitedreferencessubscribed>false</woscitedreferencessubscribed><citedby>FETCH-LOGICAL-c563t-df72aa3d71f8e9e00d7bbea309448c2c8d32d49c6f312d14bf80173e8c57d2173</citedby><cites>FETCH-LOGICAL-c563t-df72aa3d71f8e9e00d7bbea309448c2c8d32d49c6f312d14bf80173e8c57d2173</cites><orcidid>0000-0002-7466-6177</orcidid></display><links><openurl>$$Topenurl_article</openurl><openurlfulltext>$$Topenurlfull_article</openurlfulltext><thumbnail>$$Tsyndetics_thumb_exl</thumbnail><linktopdf>$$Uhttps://www.proquest.com/docview/2753443516/fulltextPDF?pq-origsite=primo$$EPDF$$P50$$Gproquest$$H</linktopdf><linktohtml>$$Uhttps://www.proquest.com/docview/2753443516?pq-origsite=primo$$EHTML$$P50$$Gproquest$$H</linktohtml><link.rule.ids>230,314,780,784,885,21378,21394,27924,27925,33611,33612,33877,33878,43733,43880,74221,74397</link.rule.ids><backlink>$$Uhttp://eric.ed.gov/ERICWebPortal/detail?accno=EJ1358464$$DView record in ERIC$$Hfree_for_read</backlink><backlink>$$Uhttps://www.ncbi.nlm.nih.gov/pubmed/36278247$$D View this record in MEDLINE/PubMed$$Hfree_for_read</backlink></links><search><creatorcontrib>Schmidt, Matthew</creatorcontrib><creatorcontrib>Lu, Jie</creatorcontrib><creatorcontrib>Luo, Wenjing</creatorcontrib><creatorcontrib>Cheng, Li</creatorcontrib><creatorcontrib>Lee, Minyoung</creatorcontrib><creatorcontrib>Huang, Rui</creatorcontrib><creatorcontrib>Weng, Yueqi</creatorcontrib><creatorcontrib>Kichler, Jessica C.</creatorcontrib><creatorcontrib>Corathers, Sarah D.</creatorcontrib><creatorcontrib>Jacobsen, Laura M.</creatorcontrib><creatorcontrib>Albanese-O′Neill, Anastasia</creatorcontrib><creatorcontrib>Smith, Laura</creatorcontrib><creatorcontrib>Westen, Sarah</creatorcontrib><creatorcontrib>Gutierrez-Colina, Ana M.</creatorcontrib><creatorcontrib>Heckaman, Leah</creatorcontrib><creatorcontrib>Wetter, Sara E.</creatorcontrib><creatorcontrib>Driscoll, Kimberly A.</creatorcontrib><creatorcontrib>Modi, Avani</creatorcontrib><title>Learning experience design of an mHealth self-management intervention for adolescents with type 1 diabetes</title><title>Educational technology research and development</title><addtitle>Education Tech Research Dev</addtitle><addtitle>Educ Technol Res Dev</addtitle><description>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.</description><subject>Adolescents</subject><subject>Design</subject><subject>Development</subject><subject>Development Article</subject><subject>Diabetes</subject><subject>Diabetes therapy</subject><subject>Education</subject><subject>Educational Technology</subject><subject>Evaluation</subject><subject>Executive function</subject><subject>Formative Evaluation</subject><subject>Health Programs</subject><subject>Intervention</subject><subject>Learning and Instruction</subject><subject>Learning Experience</subject><subject>Medical screening</subject><subject>Patient compliance</subject><subject>Pedagogy</subject><subject>Program Design</subject><subject>Program Evaluation</subject><subject>Self Management</subject><subject>Social aspects</subject><subject>Teenagers</subject><subject>Telemedicine</subject><subject>Type 1 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experience design of an mHealth self-management intervention for adolescents with type 1 diabetes</title><author>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</author></sort><facets><frbrtype>5</frbrtype><frbrgroupid>cdi_FETCH-LOGICAL-c563t-df72aa3d71f8e9e00d7bbea309448c2c8d32d49c6f312d14bf80173e8c57d2173</frbrgroupid><rsrctype>articles</rsrctype><prefilter>articles</prefilter><language>eng</language><creationdate>2022</creationdate><topic>Adolescents</topic><topic>Design</topic><topic>Development</topic><topic>Development Article</topic><topic>Diabetes</topic><topic>Diabetes therapy</topic><topic>Education</topic><topic>Educational Technology</topic><topic>Evaluation</topic><topic>Executive 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development</jtitle></facets><delivery><delcategory>Remote Search Resource</delcategory><fulltext>fulltext</fulltext></delivery><addata><au>Schmidt, Matthew</au><au>Lu, Jie</au><au>Luo, Wenjing</au><au>Cheng, Li</au><au>Lee, Minyoung</au><au>Huang, Rui</au><au>Weng, Yueqi</au><au>Kichler, Jessica C.</au><au>Corathers, Sarah D.</au><au>Jacobsen, Laura M.</au><au>Albanese-O′Neill, Anastasia</au><au>Smith, Laura</au><au>Westen, Sarah</au><au>Gutierrez-Colina, Ana M.</au><au>Heckaman, Leah</au><au>Wetter, Sara E.</au><au>Driscoll, Kimberly A.</au><au>Modi, Avani</au><format>journal</format><genre>article</genre><ristype>JOUR</ristype><ericid>EJ1358464</ericid><atitle>Learning experience design of an mHealth self-management intervention for adolescents with type 1 diabetes</atitle><jtitle>Educational technology research and development</jtitle><stitle>Education Tech Research Dev</stitle><addtitle>Educ Technol Res 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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.</abstract><cop>New York</cop><pub>Springer US</pub><pmid>36278247</pmid><doi>10.1007/s11423-022-10160-6</doi><tpages>39</tpages><orcidid>https://orcid.org/0000-0002-7466-6177</orcidid><oa>free_for_read</oa></addata></record> |
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subjects | Adolescents Design Development Development Article Diabetes Diabetes therapy Education Educational Technology Evaluation Executive function Formative Evaluation Health Programs Intervention Learning and Instruction Learning Experience Medical screening Patient compliance Pedagogy Program Design Program Evaluation Self Management Social aspects Teenagers Telemedicine Type 1 diabetes Usability Youth |
title | Learning experience design of an mHealth self-management intervention for adolescents with type 1 diabetes |
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