Evidence map›Paper›PMID 42245859›Full record

ArticleCureus2026

Numeracy in Adolescents With Type 1 Diabetes: Assessment and Application of a Video Game Intervention.

Ereny Bassilious, Devin Johnson, Elif Bilgic, Adam Dubrowski, Alan Schwartz, Kahono Hirasawa, Farid Mahmud

Abstract read
In one paragraph

Article in Cureus, 2026. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Not yet cited in PubMed.

0numbers the graph read from it
0cells of the map it votes in
0citing papers in PubMed
–field-weighted citation impact
1 · What the graph read from it

What it found

Each row is one number read from the abstract, on the scale the paper reported it, with its interval. Left of the dashed line favours the treatment, right favours the comparator. Under each row is the sentence it came from. New to these charts? A ten-minute tutorial.

The abstract states no effect estimate the extractor could read, or names no intervention and outcome on the map, so this paper lights no cell and moves no belief. It is still indexed, cited and linked below.

2 · The registry

The trial behind it

Trials whose registry record cites this paper, or whose number appears in the abstract. A trial that started after this paper was published is citing it as background, not reporting it.

Neither the registry nor the abstract names a trial number. If this is a trial report, that itself is worth knowing.

3 · Its place in the literature

Who cites it

0 citing papers in PubMed.

No citing paper in PubMed yet.

4 · The record

Corrections and comments

PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.

5 · Who and what money

Authors and funding

7 authors.

Ereny BassiliousPediatric Endocrinology, McMaster University, Hamilton, CAN.
Devin JohnsonMcMaster Health Education Research, Innovation & Theory (MERIT) Centre, McMaster University, Hamilton, CAN.
Elif BilgicPediatrics, McMaster University, Hamilton, CAN.
Adam DubrowskimaxSIMhealth Group, Ontario Tech University, Oshawa, CAN.
Alan SchwartzMedical Education, University of Illinois at Chicago, Chicago, USA.
Kahono HirasawaHealth Sciences, McMaster University, Hamilton, CAN.
Farid MahmudPediatric Endocrinology, University of Toronto, Toronto, CAN.

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

Abstract

backgroundNumeracy is about understanding and using numbers daily, and low numeracy leads to poor clinical outcomes in adults with diabetes. However, the pediatric literature on this topic is limited.

objectivesHence, through this pilot project, we are exploring the role of a novel video game intervention to enhance diabetes-related numeracy and related measures. RESEARCH DESIGN AND

methodsFrom May 2011 to July 2011, using data from focus groups with diabetes team members and adolescents, we created a video game addressing diabetes numeracy. Diabetes numeracy was assessed using the Adolescent Diabetes Numeracy Test (aDNT14). Correlation of aDNT14 was calculated with cumulative A1C, quality-of-life (QL-PedsQL 3.0 inventory), and demographic data. General numeracy, assessed using the Wide Range Achievement Test, Fourth Edition (WRAT-4), and health literacy, assessed using the Rapid Estimate of Adolescent Literacy in Medicine-Teen (REALM-Teen), were also assessed. Participants were 13-18 years old with type 1 diabetes who had high proficiency in the English language and had no known learning disability, psychiatric/behavioral diagnosis, or visual or hearing impairment. Participants played the video game in three sessions, and their diabetes numeracy was re-evaluated. For retention of gains from the video game, baseline measures were re-evaluated within one month following the last session and cumulative A1C over six months. Analysis included descriptive and inferential statistics.

resultsForty-two adolescents participated. Baseline A1C and numeracy scores were significantly associated. Diabetes numeracy was also significantly related to scores of general numeracy and literacy. However, the video game intervention had no long-term impact on A1C, diabetes-related numeracy, or QL measures.  Conclusion: Although our diabetes-focused video game intervention dedicated to literacy and numeracy had no long-term impact on glycemic control, diabetes-focused numeracy, or QL measures, our findings support the feasibility and potential value of an experiential, game-based approach for improving type 1 diabetes. Hence, there is a need for larger studies with flexible and longer exposure and/or integration into routine education to explore sustained clinical and patient-reported impacts.

Indexed as

numeracypaediatric endocrinologysimulation in medical educationtype 1 diabetesvideo game intervention

Identifiers

PMID42245859
PMCPMC13232777

What OpenQuestion holds

Textmetadata
LicenceCC BY
Read underepoch 390

Registered trials

None linked

Read under generation 80e0d062 · epoch 390. Bibliography from PubMed, PubMed Central and OpenAlex; grants from NIH RePORTER; trial links from ClinicalTrials.gov; estimates, votes and beliefs from the OpenQuestion graph.