Evaluating Mobile Games for Diabetes Education

Authors

  • Nilufar BAGHAEI Unitec Institute of Technology, Private Bag 92025, Victoria Street West, Auckland 1142, New Zealand Author
  • David NANDIGAM Unitec Institute of Technology, Private Bag 92025, Victoria Street West, Auckland 1142, New Zealand Author
  • John CASEY Unitec Institute of Technology, Private Bag 92025, Victoria Street West, Auckland 1142, New Zealand Author
  • Artur Direito National Institute for Health Innovation, The University of Auckland, Auckland PO 92019, 1142, New Zealand Author
  • Ralph MADDISON National Institute for Health Innovation, The University of Auckland, Auckland PO 92019, 1142, New Zealand Author

Abstract

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 two 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 believed that it would have added educational value.

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Published

2015-11-30

How to Cite

Evaluating Mobile Games for Diabetes Education. (2015). International Conference on Computers in Education. http://library.apsce.net/index.php/ICCE/article/view/3256