Ontology highlight
ABSTRACT: Aim
To explore the outcomes of testing an analogue game to incorporate person-centredness and peer dialogues in group-based diabetes education targeting people with diabetes.Design
Realist evaluation using quantitative and qualitative methods to explore context, mechanisms and outcomes of the intervention.Methods
In March-July 2019, the game was tested among 76 people with type 2 diabetes and 17 professionals in 19 settings across nine Danish municipalities. Data consisted of game tests, interviews and questionnaires. Data were analysed using systematic text condensation and descriptive statistics.Results
Outcomes of using the game were as follows: (a) a playful atmosphere; (b) active engagement; c) reflections on diabetes-specific experiences; (d) focused dialogues; (e) professionals gaining insight into the needs of participants; and (f) professionals experiencing peer dialogue as important to incorporate into education. Questionnaire responses showed that 92% people with diabetes and 94% professionals found that the game incorporated person-centredness and peer dialogues into education.
SUBMITTER: Stenov V
PROVIDER: S-EPMC8363400 | biostudies-literature | 2021 Sep
REPOSITORIES: biostudies-literature
Stenov Vibeke V Lindgreen Pil P Willaing Ingrid I Basballe Henning Grubb HG Joensen Lene Eide LE
Nursing open 20210302 5
<h4>Aim</h4>To explore the outcomes of testing an analogue game to incorporate person-centredness and peer dialogues in group-based diabetes education targeting people with diabetes.<h4>Design</h4>Realist evaluation using quantitative and qualitative methods to explore context, mechanisms and outcomes of the intervention.<h4>Methods</h4>In March-July 2019, the game was tested among 76 people with type 2 diabetes and 17 professionals in 19 settings across nine Danish municipalities. Data consiste ...[more]