article · Egyptian Journal of Health Care
Background: Gamification itself has been widely used as an application in learning. Aim: To evaluate the effect of an education-based gamification strategy through a snake ladder game on children's knowledge and practices regarding Insulin Self-injection. Research Design: A quasi-experimental research design was used to conduct this study pre-and post-testing. Subjects: A purposive sample of 100 children with diabetes type 1 who are receiving insulin injections was recruited in this study from the previous setting. Setting: The study was conducted at Pediatric Diabetes Clinics at Mansoura University Hospital. Tools of data collection: Tool I: Structured questionnaire sheet, and Tool II: Observational Checklist for Reported Practice of Insulin Injection. Results: Findings revealed that there was a significant improvement in knowledge and practices regarding insulin self-injection among children post-gamification strategy through snake ladder game intervention as compared to pre-gamification strategy through snake ladder game intervention (p < 0.05). Conclusion: The result was concluded that implementation of the gamification strategy through the snake ladder game had a positive effect on improving children's knowledge and practices regarding insulin self-injection. Recommendations: Adopting gamification in the game of snakes and ladders is recommended as a medium of learning for children ages early to increase attractiveness, interaction, and understanding.
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DOI: 10.21608/ejhc.2024.370393
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