Evaluating mobile games for diabetes education
Baghaei, Nilufar; Nandigam, David; Casey, John; Direito, Artur; Maddison, R.
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Citation:Baghaei, N., Nandigam, D., Casey, J., Direito, A., & Maddison, R. (2015, December). Evaluating Mobile Games for Diabetes Education. In H. Ogata et al. (Ed.), Proceedings of the 23rd International Conference on Computers in Education: Asia-Pacific Society for Computers in Education, Hangzhou, China (pp.521-526).
Permanent link to Research Bank record:https://hdl.handle.net/10652/3356
Mobile games can be effective, evidence-based, and motivating tools for the promotion of children's health. Traditional method for diabetic education relies heavily on written materials and there is only a limited amount of resources targeted at educating diabetic children. In our earlier work, we proposed a novel approach for designing computer games aimed for educating children with diabetes. In this paper, we apply our game design to a mobile Android game (Mario Brothers). We also introduce three heuristics that are specifically designed for evaluating the mobile game, by adapting traditional usability heuristics. The results of a preliminary evaluation study, conducted for a week, showed that the children found the game engaging and it helped enhanced their knowledge of healthy diet and lifestyle.