DOI: 10.17151/hpsal.2021.26.2.10
How to Cite
1.
García-Puig ME, Ruano-Casado L, Ballestar-Tarín ML. Agent +014 health program: gamification applied to the education of adolescents with diabetes according to the Precede-Proceed model and from a salutogenic perspective. Hacia Promoc. Salud [Internet]. 2021 Jul. 1 [cited 2024 May 18];26(2):129-46. Available from: https://ucaldas.metarevistas.org/index.php/hacialapromociondelasalud/article/view/5176

Authors

María Elena García-Puig
Universidad de Valencia
mgarpuig@alumni.uv.es
Luisa Ruano-Casado
Universidad de Valencia
Luisa.Ruano@uv.es
Perfil Google Scholar
María Luisa Ballestar-Tarín
Universidad de Valencia
M.Luisa.Ballestar@uv.es
Perfil Google Scholar

Abstract

Objectives: type 1 diabetes mellitus is a chronic disease that usually begins in childhood and requires training throughout to respond to the changes produced in all life stages. The objective of this research is to develop a health education program following the Precede-Proceed model from a salutogenic perspective, attending to the needs of the adolescent population and including gamification as an educational strategy. Materials and methods: the first stage is a mix of quantitative and qualitative research that combines different instruments for the collection of information. The participants are adolescents diagnosed with type 1 diabetes mellitus and their parents, residents of the Community of Madrid, Spain. In the second stage an educational program is developed that responds to the findings of the previous stage and incorporates gamification. Results: the target population enjoys a good quality of life, they have a healthy lifestyle and high responsibility towards their care. However, the resources they lack are those related to the emotional sphere. That is why the educational program called “Agent +014” is used since it encompasses the emotional competence and advanced diabetes care, all in the form of a digital game. Conclusions: the Precede-Procede model has shown to be effective in developing health education interventions. The salutogenic approach facilitates the analysis of personal, family and community resources. Gamification is an innovative strategy in health promotion.

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