Objective: To describe the clinical and sociodemographic profile and associate them with the quality of life of adolescents with type 1 diabetes mellitus being followed up in a public hospital in an inner city of the state of São Paulo.
Method: Quantitative, cross-sectional, and analytical study, performed with 80 dyads. Data were collected through a clinical/sociodemographic form and a Quality of Life Instrument.
This study aims to describe the prototype development and testing of a serious game designed for Brazilian children with diabetes. Following an approach of user-centered design, the researchers assessed game's preferences and diabetes learning needs to develop a Paper Prototype. The gameplay strategies included diabetes pathophysiology, self-care tasks, glycemic management, and food group learning.
View Article and Find Full Text PDFPurpose: Child participation in type 1 diabetes (T1D) self-care is needed in developing countries due to a lack of resources, especially during the school day. This pilot study evaluated the feasibility of a therapeutic play intervention (ITP) versus standard education (SE) on the ability of children with T1D to correctly perform insulin injection technique.
Design And Methods: Children with T1D (7-12 years) were recruited at two diabetes clinics in Brazil and randomized to ITP or SE.
Children are the best sources of information on their experiences and opinions, and qualitative studies have favored the development and application of techniques that facilitate their self-expression and approaching the researcher. Through an integrative literature review, the objective of this research was to identify playful resources used in qualitative research data collection with child cancer patients, and their forms of application. Systemized searches of electronic databases and a virtual library were undertaken, which, combined with a non-systemized sample, totaled 15 studies spanning the period from 2000 and 2010.
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