2017
DOI: 10.4093/jkd.2017.18.1.49
|View full text |Cite
|
Sign up to set email alerts
|

The Challenges of Diabetes Education for Young Diabetes Patients: A 1:1 Mentoring Program Teaching Method

Abstract: Diabetes is a chronic disease resulting from an absolute or relative shortage of insulin, and it is a disease that requires continuous management throughout the lifetime. Most past diabetes education programs used educational methods for training; however, only a small number of studies on individual education methods were conducted for diabetic patients. Along with individualized educational methods, various instructional methods for knowledge delivery and self-control have been attempted, and one of these is… Show more

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
1
1

Citation Types

0
2
0

Year Published

2017
2017
2024
2024

Publication Types

Select...
3
1

Relationship

0
4

Authors

Journals

citations
Cited by 4 publications
(2 citation statements)
references
References 7 publications
0
2
0
Order By: Relevance
“…As a result, the design of the present intervention appears unique to the best of the authors’ knowledge in examinations of both gray and peer-reviewed literature. The inclusion of a facilitator remains beneficial particularly to beginners and players exhibiting low confidence, as evidenced by student perceptions of a “safety blanket.” Comparable studies include a diabetes education and self-management study that paired young patients with mentors to alleviate the emotional stresses of adolescence and reduced the socioeconomic costs of the disease [ 75 ], a game-based learning tool for children with content that could easily be modified by an educator resulted in greatly increased student engagement and willingness to participate [ 78 ], and a qualitative study that suggested the facilitators required a mix of managerial and technical skills to blend away difficulties faced by students such that they may fully engage in a game-based activity [ 56 ]. This study’s design nonetheless aligns with facilitation’s role to support, give, and encourage learners as opposed to teaching the content in question, itself key to simulation and game-based interventions to which the diabetes management game belongs [ 79 ].…”
Section: Discussionmentioning
confidence: 99%
See 1 more Smart Citation
“…As a result, the design of the present intervention appears unique to the best of the authors’ knowledge in examinations of both gray and peer-reviewed literature. The inclusion of a facilitator remains beneficial particularly to beginners and players exhibiting low confidence, as evidenced by student perceptions of a “safety blanket.” Comparable studies include a diabetes education and self-management study that paired young patients with mentors to alleviate the emotional stresses of adolescence and reduced the socioeconomic costs of the disease [ 75 ], a game-based learning tool for children with content that could easily be modified by an educator resulted in greatly increased student engagement and willingness to participate [ 78 ], and a qualitative study that suggested the facilitators required a mix of managerial and technical skills to blend away difficulties faced by students such that they may fully engage in a game-based activity [ 56 ]. This study’s design nonetheless aligns with facilitation’s role to support, give, and encourage learners as opposed to teaching the content in question, itself key to simulation and game-based interventions to which the diabetes management game belongs [ 79 ].…”
Section: Discussionmentioning
confidence: 99%
“…Similarly, reports of feeling safe when paired with a facilitator likely stem from the need for relatedness as defined by SDT. Due to students unfamiliarity with the facilitator, this is likely in the context of a mentor-mentee relationship as opposed to friendships [74,76], and is likely not observable in serious games featuring dynamic game balancing as the sole option for difficulty modulation [77]. While it could not be readily determined from the focus group discussions, there is a possibility that perceptions of safety stemmed from fulfilling the need for autonomy, due to a facilitated game affording students a means of exercising greater control over their learning environment [56,78].…”
Section: Principal Findingsmentioning
confidence: 99%