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    가상현실(VR) 기반 소아당뇨 식단 교육 콘텐츠의 사용성 및 학습자 경험 평가 연구 = A Study on the Usability and Learner Experience Evaluation of a Virtual Reality (VR)-Based Dietary Education Content for Pediatric Diabetes

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    https://www.riss.kr/link?id=T17369906

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    다국어 초록 (Multilingual Abstract) kakao i 다국어 번역

    In this study, a virtual reality (VR)–based diabetes education program was developed by integrating enjoyable content and game elements tailored to the interests of pediatric diabetes patients, with the goal of improving the effectiveness of diabetes self-management education. A usability test and user experience (UX) evaluation were conducted to assess the program’s usability, immersion, and educational effectiveness, focusing particularly on its applicability in the medical education field. Additionally, this study aimed to examine the role and expansion potential of VR technology in next-generation healthcare environments. The results are as follows.
    First, to verify the usability of the VR-based diabetes education program (SugarCare VR), a summative usability evaluation was conducted with healthcare professionals and related experts. All participants successfully completed the assigned tasks in the test scenarios without any errors, thereby achieving all the predefined usability goals. No use errors or hazardous situations were observed, even in user interface (UI) components that were previously identified as having potential risk factors. This indicates that the product’s UI was designed with sufficient consideration for the cognitive and physical characteristics of the intended users. The analysis of user-related hazards and errors also showed that all participants completed the scenario tasks without incidents, supporting the conclusion that the intended users can operate SugarCare VR safely and effectively within the intended use environment. These results confirm that SugarCare VR provides an intuitive and efficient interface without compromising user safety. Furthermore, the system was found to be easily accessible not only to healthcare professionals but also to general users, such as adolescent diabetes patients, suggesting the potential for broader clinical application and real-world deployment.
    Second, to promote effective diabetes management among pediatric patients, a VR-based educational content combining engaging game elements and familiar character imagery was utilized. Usability and satisfaction were evaluated among pediatric patients and their guardians in terms of safety, efficiency, operability, functionality, and overall satisfaction. Among pediatric patients, the mean satisfaction scores were as follows: safety 4.7, efficiency 4.3, and operability/functionality 4.7. The overall satisfaction score was 4.54, indicating a high level of acceptance and ease of accessibility. However, several participants suggested improvements such as enhanced graphics, background music, and visual content.
    Guardians also reported high satisfaction levels, with mean scores of 4.6 for safety, 4.46 for efficiency, and 4.48 for operability and functionality. Convenience and overall satisfaction averaged 4.52, reflecting positive feedback regarding the structure, content, and enjoyment of the educational game. Suggestions for improvement included clearer game instructions, greater comfort when wearing VR goggles, continuous program updates, the inclusion of more basic theoretical education, and enhancement of entertainment features. No adverse reactions were observed during the use of the product, confirming its safety.
    Unlike conventional printed materials or 2D educational content, this program allowed participants to learn interactively in a virtual environment by simulating real-life situations such as purchasing food items, learning about calorie management, and playing nutrient exchange games. These immersive features are expected to increase engagement and motivation among pediatric diabetes patients. Furthermore, the program offers an advantage in enabling repetitive, self-directed learning at home, supplementing traditional group education sessions.
    Although the results of this study were positive, it was conducted on a small-scale sample, and long-term evidence regarding the effects of repeated content use on glycemic control and self-management behavior remains limited. Therefore, further large-scale and longitudinal studies are required, along with continuous content development and maintenance.
    In conclusion, the VR-based, game-oriented diabetes education program, designed with consideration of pediatric patients’ characteristics and age, has strong potential to be more effective than conventional education programs. The findings of this study may serve as foundational data for the future development of personalized, AI-driven diabetes education systems that provide individualized feedback and support in digital healthcare environments.
    Key words : Virtual reality, Pediatric diabetes, Usability testing, Digital health education, User experience, Self-management, SugarCare VR
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    In this study, a virtual reality (VR)–based diabetes education program was developed by integrating enjoyable content and game elements tailored to the interests of pediatric diabetes patients, with the goal of improving the effectiveness of diabete...

    In this study, a virtual reality (VR)–based diabetes education program was developed by integrating enjoyable content and game elements tailored to the interests of pediatric diabetes patients, with the goal of improving the effectiveness of diabetes self-management education. A usability test and user experience (UX) evaluation were conducted to assess the program’s usability, immersion, and educational effectiveness, focusing particularly on its applicability in the medical education field. Additionally, this study aimed to examine the role and expansion potential of VR technology in next-generation healthcare environments. The results are as follows.
    First, to verify the usability of the VR-based diabetes education program (SugarCare VR), a summative usability evaluation was conducted with healthcare professionals and related experts. All participants successfully completed the assigned tasks in the test scenarios without any errors, thereby achieving all the predefined usability goals. No use errors or hazardous situations were observed, even in user interface (UI) components that were previously identified as having potential risk factors. This indicates that the product’s UI was designed with sufficient consideration for the cognitive and physical characteristics of the intended users. The analysis of user-related hazards and errors also showed that all participants completed the scenario tasks without incidents, supporting the conclusion that the intended users can operate SugarCare VR safely and effectively within the intended use environment. These results confirm that SugarCare VR provides an intuitive and efficient interface without compromising user safety. Furthermore, the system was found to be easily accessible not only to healthcare professionals but also to general users, such as adolescent diabetes patients, suggesting the potential for broader clinical application and real-world deployment.
    Second, to promote effective diabetes management among pediatric patients, a VR-based educational content combining engaging game elements and familiar character imagery was utilized. Usability and satisfaction were evaluated among pediatric patients and their guardians in terms of safety, efficiency, operability, functionality, and overall satisfaction. Among pediatric patients, the mean satisfaction scores were as follows: safety 4.7, efficiency 4.3, and operability/functionality 4.7. The overall satisfaction score was 4.54, indicating a high level of acceptance and ease of accessibility. However, several participants suggested improvements such as enhanced graphics, background music, and visual content.
    Guardians also reported high satisfaction levels, with mean scores of 4.6 for safety, 4.46 for efficiency, and 4.48 for operability and functionality. Convenience and overall satisfaction averaged 4.52, reflecting positive feedback regarding the structure, content, and enjoyment of the educational game. Suggestions for improvement included clearer game instructions, greater comfort when wearing VR goggles, continuous program updates, the inclusion of more basic theoretical education, and enhancement of entertainment features. No adverse reactions were observed during the use of the product, confirming its safety.
    Unlike conventional printed materials or 2D educational content, this program allowed participants to learn interactively in a virtual environment by simulating real-life situations such as purchasing food items, learning about calorie management, and playing nutrient exchange games. These immersive features are expected to increase engagement and motivation among pediatric diabetes patients. Furthermore, the program offers an advantage in enabling repetitive, self-directed learning at home, supplementing traditional group education sessions.
    Although the results of this study were positive, it was conducted on a small-scale sample, and long-term evidence regarding the effects of repeated content use on glycemic control and self-management behavior remains limited. Therefore, further large-scale and longitudinal studies are required, along with continuous content development and maintenance.
    In conclusion, the VR-based, game-oriented diabetes education program, designed with consideration of pediatric patients’ characteristics and age, has strong potential to be more effective than conventional education programs. The findings of this study may serve as foundational data for the future development of personalized, AI-driven diabetes education systems that provide individualized feedback and support in digital healthcare environments.
    Key words : Virtual reality, Pediatric diabetes, Usability testing, Digital health education, User experience, Self-management, SugarCare VR

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    목차 (Table of Contents)

    • 제 1 장 서론 1
    • 1.1 연구 개요 및 배경 1
    • 1.2 국내외 당뇨 관리 교육 현황 6
    • 1.3 연구 목적 및 내용 8
    • 제 2 장 국내외 동향 분석 11
    • 제 1 장 서론 1
    • 1.1 연구 개요 및 배경 1
    • 1.2 국내외 당뇨 관리 교육 현황 6
    • 1.3 연구 목적 및 내용 8
    • 제 2 장 국내외 동향 분석 11
    • 2.1 국내외 가상현실 의료 서비스 기술 동향 11
    • 2.2 국내외 가상현실 의료 서비스 시장 동향 18
    • 2.3 국내외 가상현실 의료 서비스 지식재산권 동향 24
    • 2.4 가상현실 의료기기 개발에 대한 규제 및 인허가 27
    • 2.5 국내외 가상현실 의료 서비스 규정 및 디지털치료기기관련주요 이슈 28
    • 제 3 장 가상현실 교육 플랫폼 및 콘텐츠 개발 30
    • 3.1 가상현실 교육 플랫폼 30
    • 3.2 가상현실 기반 당뇨 교육 프로그램(SugarCareVR) 34
    • 제 4 장 연구방법 36
    • 4.1 가상현실 교육 콘텐츠 사용적합성평가 방법 36
    • 4.1.1 사용적합성평가 목적 36
    • 4.1.2 시험 장소 및 연구대상자 36
    • 4.1.3 시험 대상 장비 37
    • 4.1.4 데이터 수집 방법 42
    • 4.1.5 실험절차 45
    • 4.2 가상현실 교육 콘텐츠 학습자 경험 평가 방법 47
    • 4.2.1 연구대상자 47
    • 4.2.2 임상연구용 기기 49
    • 4.2.3 실험절차 52
    • 4.2.4 데이터 분석방법 56
    • 제 5 장 결과 및 고찰 57
    • 5.1 가상현실 교육 콘텐츠 사용적합성평가 결과 57
    • 5.1.1 사용적합성평가 결과 57
    • 5.1.2 만족도 설문조사 결과 61
    • 5.1.3 사용적합성평가 고찰 63
    • 5.2 가상현실 교육 콘텐츠 학습자 경험 평가 결과 66
    • 5.2.1 학습자 경험평가 후 만족도 결과 66
    • 5.2.2 학습자 경험평가 고찰 71
    • 제 6 장 결론 74
    • 6.1 결론 74
    • 6.2 기대효과 76
    • 참고문헌 77
    • 감사의 글 83
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