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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
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
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cited_by cdi_FETCH-LOGICAL-c563t-df72aa3d71f8e9e00d7bbea309448c2c8d32d49c6f312d14bf80173e8c57d2173
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container_title Educational technology research and development
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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.
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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. 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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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