Dietary Application For Diabetic Patients Using Gamification Method

Lie, Dewi and Young, Julio Cristian and Hansun, Seng (2020) Dietary Application For Diabetic Patients Using Gamification Method. International Journal of Scientific & Technology Research, 9 (4). ISSN 2277 – 8616

Full text not available from this repository.

Abstract

The prevalence of Diabetes Mellitus (DM) in Indonesia shows a very high number. This high number causes the need for appropriate prevention for diabetics. One appropriate prevention method is to obey Amount, Type, Schedule. To support these prevention efforts, motivation can be one of the factors that give effect. Gamification can be one way to increase that motivation. This study aims to design and build a diet control application that refers to the amount and schedule for diabetics with an Android based gamification method. This application is being developed with Android Studio and RESTful API as a data exchange medium into the database and applies game elements in accordance with the Werbach and Hunter gamification framework. Hedonic Motivation System Adoption Model is used as a method to calculate user acceptance for the application and the result for aspect joy is 72.2%, aspect control 64.8%, aspect focused immersion 59.8%, aspect temporal dissociation 54.4%, aspect curiosity 65.1%, aspect perceived of use 66.7%, aspect perceived usefulness 65.5%, and aspect behavioral intention to use 73%.

Item Type: Article
Subjects: 000 Computer Science, Information and General Works > 000 Computer Science, Knowledge and Systems > 005 Computer Programming
600 Technology (Applied Sciences) > 610 Medicine and Health > 613 Personal Health and Safety
700 Arts and Recreation > 790 Outline of Sports, Games and Entertainment
Divisions: Faculty of Engineering & Informatics > Informatics
Depositing User: Administrator UMN Library
Date Deposited: 12 Oct 2021 07:43
Last Modified: 12 Oct 2021 07:43
URI: https://kc.umn.ac.id/id/eprint/18699

Actions (login required)

View Item View Item