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Design and Usability of an Avatar-Based Learning Program to Support Diabetes Education: Quality Improvement Study in Colombia

  • Emma Bishop
  • , Daisy Allington
  • , Tim Ringrose
  • , Clare Martin
  • , Arantza Aldea
  • , Maira García-Jaramillo
  • , Fabian León-Vargas
  • , Yenny Leal
  • , Diana Henao
  • , Ana Maria Gómez
  • Cognitant Group
  • Oxford Brookes University
  • Universidad Antonio Nariño
  • Institut d'Investigació Biomèdica de Girona Dr. Josep Trueta
  • Universidad EAN

Research output: Contribution to journalArticlepeer-review

2 Scopus citations

Abstract

Background: This quality improvement study, entitled Avatar-Based LEarning for Diabetes Optimal Control (ABLEDOC), explored the feasibility of delivering an educational program to people with diabetes in Colombia. The aim was to discover how this approach could be used to improve awareness and understanding of the condition, the effects of treatment, and strategies for effective management of blood-glucose control. Methods: Individuals with diabetes were recruited by Colombian endocrinologists to a human-centered study to codesign the educational program, using the Double Diamond model. Participants contributed to two phases. The first phase focused on gathering unmet educational needs and choice of curriculum. Three prototypes were developed as a result. During phase 2, a different group of participants engaged with the program for several weeks, before reporting back. Results: Thirty-six participants completed a Web survey during phase 1, and five were also interviewed by telephone. The majority (33 of 36; 91%) were receptive to the prospect of educational interventions and ranked the chosen topic of hypoglycemia highly. In phase 2, the three prototypes were tested by 17 participants, 10 of whom also gave feedback in focus groups. The response was overwhelmingly positive, with 16 of 17 (94%) stating they would use a program like this again. The 3D version was the most highly rated. Conclusions: Immersive, avatar-based programs, delivered through smartphone, have the potential to deliver educational information that is trusted, engaging, and useful. Future work includes expansion of the curriculum, evaluation with a larger group, and exploration of the prospective role of artificial intelligence in personalizing this form of educational intervention.

Original languageEnglish
Pages (from-to)1142-1153
Number of pages12
JournalJournal of Diabetes Science and Technology
Volume17
Issue number5
DOIs
StatePublished - Sep 2023

UN SDGs

This output contributes to the following UN Sustainable Development Goals (SDGs)

  1. SDG 3 - Good Health and Well-being
    SDG 3 Good Health and Well-being
  2. SDG 4 - Quality Education
    SDG 4 Quality Education

Keywords

  • Colombia
  • avatar
  • diabetes management
  • education
  • human-centered design
  • virtual reality

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