MyDiabetes—the gamified application for diabetes self-management and care

Gamified applications are regarded as useful for patients in facilitating daily self-care management and the personalization of health monitoring. This paper reports the development of a gamified application by considering a design that had previously been investigated and reported. Numerous game el...

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Main Authors: Nooralisa Mohd Tuah, Ainnecia Yoag, Fatimah Ahmedy
Format: Article
Language:English
English
Published: MDPI 2021
Subjects:
Online Access:https://eprints.ums.edu.my/id/eprint/30047/1/MyDiabetes%E2%80%94the%20gamified%20application%20for%20diabetes%20self-management%20and%20care-Abstract.pdf
https://eprints.ums.edu.my/id/eprint/30047/2/MyDiabetes%E2%80%94the%20gamified%20application%20for%20diabetes%20self-management%20and%20care.pdf
https://eprints.ums.edu.my/id/eprint/30047/
https://www.mdpi.com/2073-431X/10/4/50
https://doi.org/10.3390/computers10040050
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spelling my.ums.eprints.300472021-07-23T03:33:52Z https://eprints.ums.edu.my/id/eprint/30047/ MyDiabetes—the gamified application for diabetes self-management and care Nooralisa Mohd Tuah Ainnecia Yoag Fatimah Ahmedy QA Mathematics TJ Mechanical engineering and machinery Gamified applications are regarded as useful for patients in facilitating daily self-care management and the personalization of health monitoring. This paper reports the development of a gamified application by considering a design that had previously been investigated and reported. Numerous game elements were installed in the application, which covered several tasks aimed at managing diabetes mellitus. The development process utilized the Rapid Application Development (RAD) methodology in terms of system requirements, user design, construction, and cutover; this paper refers to the user design and cutover processes. The developed application was tested through system testing and usability testing. The usability testing adopted the Software Usability Scale (SUS) to assess the usability of the application. Twenty participants were involved in the testing. The result showed that the gamified application is easy and practical to use for an individual with or without diabetes. All the provided functions worked as designed and planned, and the participants accepted their usability. Overall, this study offers a promising result that could lead to real-life implementation. MDPI 2021-04-13 Article PeerReviewed text en https://eprints.ums.edu.my/id/eprint/30047/1/MyDiabetes%E2%80%94the%20gamified%20application%20for%20diabetes%20self-management%20and%20care-Abstract.pdf text en https://eprints.ums.edu.my/id/eprint/30047/2/MyDiabetes%E2%80%94the%20gamified%20application%20for%20diabetes%20self-management%20and%20care.pdf Nooralisa Mohd Tuah and Ainnecia Yoag and Fatimah Ahmedy (2021) MyDiabetes—the gamified application for diabetes self-management and care. Computers, 10 (50). pp. 1-15. ISSN 2073-431X https://www.mdpi.com/2073-431X/10/4/50 https://doi.org/10.3390/computers10040050
institution Universiti Malaysia Sabah
building UMS Library
collection Institutional Repository
continent Asia
country Malaysia
content_provider Universiti Malaysia Sabah
content_source UMS Institutional Repository
url_provider http://eprints.ums.edu.my/
language English
English
topic QA Mathematics
TJ Mechanical engineering and machinery
spellingShingle QA Mathematics
TJ Mechanical engineering and machinery
Nooralisa Mohd Tuah
Ainnecia Yoag
Fatimah Ahmedy
MyDiabetes—the gamified application for diabetes self-management and care
description Gamified applications are regarded as useful for patients in facilitating daily self-care management and the personalization of health monitoring. This paper reports the development of a gamified application by considering a design that had previously been investigated and reported. Numerous game elements were installed in the application, which covered several tasks aimed at managing diabetes mellitus. The development process utilized the Rapid Application Development (RAD) methodology in terms of system requirements, user design, construction, and cutover; this paper refers to the user design and cutover processes. The developed application was tested through system testing and usability testing. The usability testing adopted the Software Usability Scale (SUS) to assess the usability of the application. Twenty participants were involved in the testing. The result showed that the gamified application is easy and practical to use for an individual with or without diabetes. All the provided functions worked as designed and planned, and the participants accepted their usability. Overall, this study offers a promising result that could lead to real-life implementation.
format Article
author Nooralisa Mohd Tuah
Ainnecia Yoag
Fatimah Ahmedy
author_facet Nooralisa Mohd Tuah
Ainnecia Yoag
Fatimah Ahmedy
author_sort Nooralisa Mohd Tuah
title MyDiabetes—the gamified application for diabetes self-management and care
title_short MyDiabetes—the gamified application for diabetes self-management and care
title_full MyDiabetes—the gamified application for diabetes self-management and care
title_fullStr MyDiabetes—the gamified application for diabetes self-management and care
title_full_unstemmed MyDiabetes—the gamified application for diabetes self-management and care
title_sort mydiabetes—the gamified application for diabetes self-management and care
publisher MDPI
publishDate 2021
url https://eprints.ums.edu.my/id/eprint/30047/1/MyDiabetes%E2%80%94the%20gamified%20application%20for%20diabetes%20self-management%20and%20care-Abstract.pdf
https://eprints.ums.edu.my/id/eprint/30047/2/MyDiabetes%E2%80%94the%20gamified%20application%20for%20diabetes%20self-management%20and%20care.pdf
https://eprints.ums.edu.my/id/eprint/30047/
https://www.mdpi.com/2073-431X/10/4/50
https://doi.org/10.3390/computers10040050
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score 13.160551