Effectiveness of DM Smart Ludo Educational Media on Knowledge and Blood Sugar Control in T2DM Patients in the Working Area of North Polombangkeng Health Center, Takalar Regency
Abstract
This study aimed to assess the effectiveness of DM Smart Ludo educational gaming media on knowledge and blood sugar control in type 2 diabetes mellitus (T2DM) patients in the working area of the North Polombangkeng Health Center, Takalar Regency, Indonesia. The research employed a quantitative, pre-experimental one-group pre-post test design with 33 T2DM patients selected through accidental sampling. Data were collected using a standardized questionnaire for knowledge assessment and observation sheets coupled with blood glucose level measurements for evaluating blood sugar control. The Wilcoxon test was used for statistical analysis with a significance level of p<0.05. The results showed a significant improvement in knowledge after the intervention, with the average score increasing from 6.52 to 12.06 (p=0.000). Blood sugar control also improved significantly, with the average blood glucose level decreasing from 287.30 mg/dL before the intervention to 214.09 mg/dL in the fourth week post-intervention (p=0.000). The percentage of respondents with normal blood sugar levels increased from 12.1% pre-intervention to 57.6% in the fourth week. In conclusion, the DM Smart Ludo educational gaming media significantly improved knowledge and blood sugar control in T2DM patients, highlighting the potential of game-based interventions in diabetes management. Further research with larger sample sizes and longer durations is recommended to confirm these findings.
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