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Uso de la gamificación en el contexto de la salud panameña

Authors

  • Denis Cedeño Universidad Tecnológica de Panamá

Keywords:

Mobile applications, diabetes, gamification

Abstract

Diabetes is a silent disease; it is the fifth leading cause of death in Panama. Using software technologies applied to areas such as health is increasing every day. The development of new technologies that involve smartphones and sensors is making self-care of health possible, and with the use of gamification strategies, patients can have a greater interest in their self-care. Therefore, this research aims to propose a mobile application for diabetes self-care that contains gamification strategies

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Published

2020-08-10

Versions

How to Cite

Cedeño, D. (2020). Uso de la gamificación en el contexto de la salud panameña. The Educational Journal of Works Aimed at the XXI Century (XXI CHALLENGES), 4(1). Retrieved from https://revistaseug.ugr.es/index.php/RETOSXXI/article/view/24242