Race Against Diabetes: development and validation of a serious game prototype for school-based health education

The global rise in the incidence of diabetes mellitus, particularly among children and adolescents, highlights the need for innovative educational strategies in school settings. Serious games have proven promising for improving self-care and preventing complications by combining playfulness with evi...

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Main Authors: Natalia S. Costa, Karanini P. Oliveira, Mateus C. Avelar
Format: Article
Language:English
Published: Servicio de Publicaciones de la Universidad de Extremadura 2025-07-01
Series:Revista Latinoamericana de Tecnología Educativa
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Online Access:https://relatec.unex.es/index.php/relatec/article/view/4840
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author Natalia S. Costa
Karanini P. Oliveira
Mateus C. Avelar
author_facet Natalia S. Costa
Karanini P. Oliveira
Mateus C. Avelar
author_sort Natalia S. Costa
collection DOAJ
description The global rise in the incidence of diabetes mellitus, particularly among children and adolescents, highlights the need for innovative educational strategies in school settings. Serious games have proven promising for improving self-care and preventing complications by combining playfulness with evidence-based content. This methodological study was conducted in two phases: the development of the digital prototype Race Against Diabetes and its validation with experts (n = 6) and the target population (n = 20, aged 11–14). The content adhered to the ADCES7 guidelines and those of the Brazilian Diabetes Society and was assessed using the CVC, I-CVI, S‑CVI/AVE, binomial test, and a Likert-based usability scale. The game is a 2D title developed in Unity/C++, featuring five levels focused on collecting healthy foods and learning about self-care. It achieved an S-CVI/AVE of 0.87, with some items showing a minimum I-CVI of 0.66 (p > 0.05). Usability was rated as satisfactory (mean score: 9.3 ± 2.65), with participants highlighting motivation, clarity, and learning. Race Against Diabetes shows strong potential as a pedagogical tool in health education, promoting knowledge and self-care skills through interactive gameplay. The pixel art design, chosen by students, further enhances engagement. Expansion to other platforms and long-term clinical impact studies are recommended.
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institution Kabale University
issn 1695-288X
language English
publishDate 2025-07-01
publisher Servicio de Publicaciones de la Universidad de Extremadura
record_format Article
series Revista Latinoamericana de Tecnología Educativa
spelling doaj-art-4e7a60fe15f144d899208e9619dc12d82025-08-20T03:55:53ZengServicio de Publicaciones de la Universidad de ExtremaduraRevista Latinoamericana de Tecnología Educativa1695-288X2025-07-01242https://doi.org/10.17398/1695-288X.24.2.179Race Against Diabetes: development and validation of a serious game prototype for school-based health educationNatalia S. Costa0https://orcid.org/0000-0001-8362-6161Karanini P. Oliveira1https://orcid.org/0000-0003-3902-8046Mateus C. Avelar2https://orcid.org/0009-0003-8106-1138Universidade Estadual do Ceará (Brazil)Universidade Estadual do Ceará (Brazil)Universidade de Belo Horizonte (Brazil)The global rise in the incidence of diabetes mellitus, particularly among children and adolescents, highlights the need for innovative educational strategies in school settings. Serious games have proven promising for improving self-care and preventing complications by combining playfulness with evidence-based content. This methodological study was conducted in two phases: the development of the digital prototype Race Against Diabetes and its validation with experts (n = 6) and the target population (n = 20, aged 11–14). The content adhered to the ADCES7 guidelines and those of the Brazilian Diabetes Society and was assessed using the CVC, I-CVI, S‑CVI/AVE, binomial test, and a Likert-based usability scale. The game is a 2D title developed in Unity/C++, featuring five levels focused on collecting healthy foods and learning about self-care. It achieved an S-CVI/AVE of 0.87, with some items showing a minimum I-CVI of 0.66 (p > 0.05). Usability was rated as satisfactory (mean score: 9.3 ± 2.65), with participants highlighting motivation, clarity, and learning. Race Against Diabetes shows strong potential as a pedagogical tool in health education, promoting knowledge and self-care skills through interactive gameplay. The pixel art design, chosen by students, further enhances engagement. Expansion to other platforms and long-term clinical impact studies are recommended.https://relatec.unex.es/index.php/relatec/article/view/4840diabetes mellituseducational technologiesdigital gamesschooldiabetes education
spellingShingle Natalia S. Costa
Karanini P. Oliveira
Mateus C. Avelar
Race Against Diabetes: development and validation of a serious game prototype for school-based health education
Revista Latinoamericana de Tecnología Educativa
diabetes mellitus
educational technologies
digital games
school
diabetes education
title Race Against Diabetes: development and validation of a serious game prototype for school-based health education
title_full Race Against Diabetes: development and validation of a serious game prototype for school-based health education
title_fullStr Race Against Diabetes: development and validation of a serious game prototype for school-based health education
title_full_unstemmed Race Against Diabetes: development and validation of a serious game prototype for school-based health education
title_short Race Against Diabetes: development and validation of a serious game prototype for school-based health education
title_sort race against diabetes development and validation of a serious game prototype for school based health education
topic diabetes mellitus
educational technologies
digital games
school
diabetes education
url https://relatec.unex.es/index.php/relatec/article/view/4840
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AT karaninipoliveira raceagainstdiabetesdevelopmentandvalidationofaseriousgameprototypeforschoolbasedhealtheducation
AT mateuscavelar raceagainstdiabetesdevelopmentandvalidationofaseriousgameprototypeforschoolbasedhealtheducation