Virtual environments have proved to be successful for educational purposes in different fields. They are particularly useful when learner experience is necessary but impossible in a real context, like learning type 1 diabetes management, for example. When a diagnosis is made, in fact, the young patient is asked to learn, in a short time, how to control blood sugar levels and adopt a healthy life style. The paper describes a virtual environment in which young users are trained to control the balance between energy/physical activity, one of the main issues in diabetes care. Moreover, a pilot study aimed at measuring the users’ learning achievement reveals that the active learning approach is successful even if users have poor motivation.
An educational game to learn type 1 diabetes management
P. Di Bitonto;ROSELLI, Teresa;ROSSANO, VERONICA;
2012-01-01
Abstract
Virtual environments have proved to be successful for educational purposes in different fields. They are particularly useful when learner experience is necessary but impossible in a real context, like learning type 1 diabetes management, for example. When a diagnosis is made, in fact, the young patient is asked to learn, in a short time, how to control blood sugar levels and adopt a healthy life style. The paper describes a virtual environment in which young users are trained to control the balance between energy/physical activity, one of the main issues in diabetes care. Moreover, a pilot study aimed at measuring the users’ learning achievement reveals that the active learning approach is successful even if users have poor motivation.I documenti in IRIS sono protetti da copyright e tutti i diritti sono riservati, salvo diversa indicazione.