Diabetes
Al-Mansoori, M., K. Shaalan, and H. Tawfik,
"Using E-learning for helping children with diabetes",
The 7th International Conference on Innovations in Information Technology (Innovations’11), Abu Dhabi, United Arab Emirates, pp. 145-149, 26 April, 2011.
Abstract Diabetes is a common and costly condition disease that is associated with significant morbidity and mortality. Recent studies have shown remarkable increases in diabetes during the last decade. This has attracted many researchers and doctors to investigate e-learning technologies as a way of assisting people
with diabetes. However very little work exist that focus on educating children to adopt healthy lifestyle. As a result, this research work aims to create awareness of diabetes among children, and thereby, ultimately contribute to reducing the growing rate of diabetes. This paper presents an investigation into E-Learning systems and how it can help people with diabetes, especially when it comes to children who are largely unaware and poorly informed about the menace of the disease. This research addresses children’ needs expectations, and proposes a design of an E-Learning prototype that can raise their awareness and knowledge in order to help reduce the effects of this disease on children.
Shaalan, K., M. Al-Mansoori, H. Tawfik, and A. - H. Mohamed,
"Evaluation of an E-Learning Diabetes Awareness Prototype",
The International Conference on Developments in eSystems Engineering (DeSE’11), Dubai, United Arab Emirates, 7 December, 2011.
Abstract E-Learning has been increasingly used as a medium for promoting health awareness with successful outcomes. This paper reports on the design and evaluation of prototype that uses the potential of E-Learning to help children with diabetes. The pedagogical principle of the proposed prototype is raising the diabetes awareness among young children. The prototype evaluation results indicated that computer-based learning can generate positive learning and motivational attitudes in children. Children who were educated through the prototype were able to complete awareness tasks faster than those who were educated using traditional methods. The prototype has been found makes learning more fun, and allows children to learn at their own pace.