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1.
J Diabetes Sci Technol ; 16(6): 1444-1450, 2022 Nov.
Article in English | MEDLINE | ID: mdl-34044626

ABSTRACT

BACKGROUND: Video games are interactive technologies able to support children in health promotion, behavior changes, and chronic disease self-management. The use of health behavior change determinants in video game design can increase its effectiveness. This study describes the process of designing a video game for Brazilian children with T1D clarifying the use of health behavior change determinants that may influence self-management behaviors. METHODS: This was a methodological study based on health behavior change theories and the user-centered design approach. The results of a qualitative study conducted with children aged 7 to 12 years identified learning needs about knowledge on diabetes and self-care tasks which contribute to inappropriate behaviors. A Behavioral Diagnosis presented health behavior change determinants, capable of influencing children's learning needs and behaviors, that were considered to design The Heroes of Diabetes-the power of knowledge. RESULTS: The results presented the process of designing 4 mini games with its description and theory foundation to reach children's lack of understanding about T1D, insulin's role, SMBG requirements, food groups and physical activity's role in glycemic control. Knowledge, goal settings, extrinsic and intrinsic motivation determinants were related with video games design features. CONCLUSIONS: The findings support the use of health behavior change determinants into video game design as a guide to achieve children learning needs and that might influence self-management behaviors.


Subject(s)
Diabetes Mellitus, Type 1 , Video Games , Child , Humans , Self Care/methods , Brazil , Health Behavior
2.
Am J Med Qual ; 33(3): 274-282, 2018.
Article in English | MEDLINE | ID: mdl-29144156

ABSTRACT

Addressing patient health and care behaviors that underlie much of chronic disease continues to challenge providers, medical practices, health systems, and insurers. Improving health and care as described by the Quadruple Aim requires innovation at the front lines of clinical care: the doctor-patient interaction and office practice. This article describes the use of Lean Six Sigma in a quality improvement (QI) effort to design an effective and scalable method for physicians to prescribe health coaching for healthy behaviors in a primary care medical home within a large integrated delivery and financing system. Building on the national Agency for Healthcare Research and Quality and Robert Wood Johnson Foundation-funded Prescription for Health multisite demonstration, this QI case study provides important lessons for transforming patient-physician-practice support systems to better address lifestyle and care management challenges critical to producing better outcomes.


Subject(s)
Health Behavior , Health Promotion/organization & administration , Patient Participation/methods , Primary Health Care/organization & administration , Quality Improvement/organization & administration , Total Quality Management/organization & administration , Electronic Health Records , Health Knowledge, Attitudes, Practice , Humans , Inservice Training , Organizational Case Studies , Patient-Centered Care/organization & administration , Time Factors , United States , United States Agency for Healthcare Research and Quality
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