Gamification is the use of game elements and principles in non-game contexts to increase
user engagement, motivation, and learning. It includes techniques such as scoring,
challenges, rewards, and feedback. The aim is to identify the challenges faced by children,
adolescents, and their caregivers in managing type 1 diabetes and to examine how
gamification can contribute to educating them about this disease. Children need adult support
but must gradually take responsibility for managing the disease. It was also found that family
conflicts, stress, feelings of being different, and learning difficulties negatively affect
glycemic control and children's motivation. Gamification approaches in educating children
and adolescents with type 1 diabetes include elements such as interactive characters, points,
and rewards that make learning more engaging and motivating.
In the second part, we developed a concept for a 2D video game using the Godot
environment, which teaches the basics of type 1 diabetes in a simple and accessible way. The
2D design provides clarity, low cognitive load, and quick adaptation of difficulty levels
according to users’ age, making the game more accessible to younger players and beginners.
Testing the game within the target group showed that gamification elements, such as points,
levels, feedback, and interactive storytelling, motivated users to persist in achieving learning
goals. Players suggested better explanations for some characters and adjustments to
difficulty levels, indicating a need for further game improvements.
|