INTERACTIVE LEARNING THROUGH APPS FOR DIABETICS: HOW GAMIFICATION HELPS IMPROVE DISEASE MANAGEMENT

The article explores the significance of gamification in mobile applications for improving diabetes management in patients.The aim of the study is to examine how interactive technologies, particularly gamification, can help develop self-monitoring skills and enable effective disease management in diabetic patients.General scientific methods of cognition, such as analysis, synthesis, generalization, and systematization of information, were used in the research.The results indicate that education is a key factor for diabetic patients, as it allows them to build essential self-monitoring skills and make informed decisions about their health.Effective educational programs can improve independent disease management, but unfortunately, a significant number of patients do not receive adequate selfmonitoring recommendations from their doctors.To achieve maximum effect, it is crucial that not only the patients themselves but also their family members and healthcare staff are knowledgeable about diabetes management.In this context, mobile apps with interactive features can significantly ease the learning process, providing convenient access to vital information and engaging users through an interactive approach to self-monitoring.This can lead to better diabetes control and an enhanced quality of life for patients.Interactive technologies for diabetes management have been in use for about 30 years, starting with early models aimed at optimizing insulin dosage and diet.Modern apps such as Glooko, mySugr, and One Drop help patients monitor glucose levels, but they are not fully developed platforms for interactive learning.A key innovative example is the Kaizen Education Vda a perspektivy 10(41)2024

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Publication Details

Journal
Věda a perspektivy
Published
2024-10-31
DOI
https://doi.org/10.52058/2695-1592-2024-10(41)-148-157
Citations
1
Primary Topic
Mobile Health and mHealth Applications
Type
article
Field-Weighted Citation Impact
0.85
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article

INTERACTIVE LEARNING THROUGH APPS FOR DIABETICS: HOW GAMIFICATION HELPS IMPROVE DISEASE MANAGEMENT

Anastasiya Kartuzova
1 citations
Věda a perspektivy
Mobile Health and mHealth Applications
0.85
article

INTERACTIVE LEARNING THROUGH APPS FOR DIABETICS: HOW GAMIFICATION HELPS IMPROVE DISEASE MANAGEMENT

Anastasiya Kartuzova
article en
1 citations

Abstract

The article explores the significance of gamification in mobile applications for improving diabetes management in patients.The aim of the study is to examine how interactive technologies, particularly gamification, can help develop self-monitoring skills and enable effective disease management in diabetic patients.General scientific methods of cognition, such as analysis, synthesis, generalization, and systematization of information, were used in the research.The results indicate that education is a key factor for diabetic patients, as it allows them to build essential self-monitoring skills and make informed decisions about their health.Effective educational programs can improve independent disease management, but unfortunately, a significant number of patients do not receive adequate selfmonitoring recommendations from their doctors.To achieve maximum effect, it is crucial that not only the patients themselves but also their family members and healthcare staff are knowledgeable about diabetes management.In this context, mobile apps with interactive features can significantly ease the learning process, providing convenient access to vital information and engaging users through an interactive approach to self-monitoring.This can lead to better diabetes control and an enhanced quality of life for patients.Interactive technologies for diabetes management have been in use for about 30 years, starting with early models aimed at optimizing insulin dosage and diet.Modern apps such as Glooko, mySugr, and One Drop help patients monitor glucose levels, but they are not fully developed platforms for interactive learning.A key innovative example is the Kaizen Education Vda a perspektivy 10(41)2024

Věda a perspektivy(10(41))
Elgin Community College (US)
Zero hunger
Openalex Percentile: Top 20%
Mobile Health and mHealth Applications
0.85
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