1.“With a Guide I have Control”: Rural Filipinos’ Perceptions of a Diabetes Learning Module on Regimen Adherence.
Cristela Mae C. Candelario ; Leanor C. Castillo
Acta Medica Philippina 2026;60(3):27-38
OBJECTIVES
The challenges faced by patients with diabetes in rural Philippine communities highlight
the need to look into how we can improve ways of communicating health education and self-management strategies. Patient education materials play a vital role in promoting regimen adherence, yet their acceptability and effectiveness in resource-limited settings remain insufficiently investigated. Therefore, this study aimed to explore participants’ experiences with and perceptions of a community-based diabetes learning module through qualitative inquiry.
Using purposive sampling, 13 participants who successfully completed the Blood Sugar Bantayan, Diabetes Malikayan pilot health program from January to July 2022 in a rural community in southern Philippines consented to engage in in-depth interviews. A semi-structured topic guide was developed, validated by experts, and pretested.
Interviews were conducted in the local language, audio-recorded, transcribed, translated, and analyzed using Braun and Clarke's reflexive thematic approach.
Five major themes emerged from the analysis: initial perceptions of the module, aspects of the module found useful, perceived impact on regimen adherence, hindrances to adherence, and overall feedback with likelihood of recommendation. Participants valued the module’s visual appeal, use of local language, and comprehensive coverage of diabetes management. The module served as a guide that enabled participants to gain better control over their condition through improved self-discipline and health practices, often motivated by family support. However, challenges including time constraints, resource limitations, and competing priorities affected consistent implementation of recommended practices. Despite these barriers, participants expressed strong satisfaction with the module and willingness to share it with others, though sharing decisions were often based on perceived relevance to others’ health status.
CONCLUSIONCommunity-based learning modules can serve as valuable educational tools for diabetes care in rural Filipino communities. Findings underpin the importance of developing culturally appropriate and responsive campaigns for diabetes education in remote
environments, but multi-modal strategies that cut across sectors are still imperative to address persisting structural factors that pervade health program efforts.
Resource-limited Settings ; Residence Characteristics ; Play And Playthings ; Personal Satisfaction ; Family Support ; Self-management
2.ACTA at the crossroads.
Acta Medica Philippina 2026;60(1):5-6
Academic publishing is at a critical juncture. The challenges faced by the academics are mired in controversy. Among theseare three hotly debated concerns. First is the issue of whether technological innovations such as artificial intelligence (AI)improves research efficiency or if its use sacrifices research integrity.Another is the controversy between paywall publishingand open access. Lastly, adapting an appropriate business model for sustainability is a contentious issue and the choice betweena commercial or a university-based publishing platform is a difficult one.
Traditional models of scientific investigation relied on tedious intellectual calisthenics in all aspects of research —identifying research gaps, reviewing of published literature, devising valid methodology, collecting data, analysing results, and,finally, drawing conclusions. With the advent of powerful tools employing artificial intelligence, these heavy tasks are efficientlycarried out. The dilemma lies in determining which parts of the work can be attributed to the authors and which are ascribedto the output of large language models (LLMs) and other automated assistance employed.Despite requiring adequate vettingby experts of these AI-aided output, many in the scientific community still question these methods. Can research employingAI be considered honest work? Will full disclosure answer doubts as to the integrity of the scientific work?
Indeed, LLMs just gather information that is already out there, albeit more efficiently. After all, science progresses bystanding on the shoulder of giants. AI makes such work comprehensive and efficient. Standing on those proverbial shoulders,however, require access to prior work, hence our next challenge in academic publishing--open access versus paid access.Paywalls limit the benefits of valuable research to institutions and universities with the capacity to pay. Excluded from these arethose from low resourced countries, with nations from the global south being affected disproportionately. Additionally, whilenumerous authors appreciate the features of open access as it improves their impact and visibility, many feel unduly burdenedsince the cost of publishing in this format is passed on to them.
This brings us to our third issue: who bears the cost of academic publishing? Indeed, it is a lucrative industry, generatingan annual revenue of US$19 billion and an estimated 40 percent profit margin. Many, however, find fault in this businessmodel as concerns about the profit motives of the commercial publishers far overshadow their sustainability goals.
How do we navigate this landscape of controversies? We, at the ACTA, as part of the community of scholars, would needto clarify our mission. Our goals for this publication should be consistent with our values. These values, such as scientific rigor,integrity, and accountability, should be reflected in our policies. We should be cognizant of the role we play in national scientificdiscourse while we endeavor to make an impact in the global scene. We are accountable to our stakeholders — nurturingearly career scholars, supplying evidence to health policymakers, and being accountable to those who provide resources tosustain us. This stewardship is essential so that ACTA will stand shoulder to shoulder with the giants on which science buildsupon to benefit future generations.
Artificial Intelligence ; Commerce ; Costs And Cost Analysis ; Disclosure ; Drawing ; Efficiency ; Family Characteristics ; Forecasting ; Goals ; Gymnastics ; Health ; Health Resources ; Industry ; Intelligence ; Inventions ; Language ; Literature ; Methods ; Play And Playthings ; Policy ; Publications ; Publishing ; Research ; Residence Characteristics ; Role ; Science ; Shoulder ; Social Responsibility ; Universities ; Ursidae ; Volition ; Work ; World Health Organization
3.Association between children's intended screen time use and behavior problems in Japan: the Hokkaido Study on Environmental and Children's Health.
Naomi TAMURA ; Keiko YAMAZAKI ; Chihiro MIYASHITA ; Atsuko IKEDA ; Ammara AJMAL ; Satoshi SUYAMA ; Takashi HIKAGE ; Manabu OMIYA ; Masahiro MIZUTA ; Reiko KISHI
Environmental Health and Preventive Medicine 2025;30():82-82
BACKGROUND:
Long screen time hours may be associated with behavioral problems in children. To better understand the relationship between children's behavioral problems and screen time, it the associated risk factors must be subdivided based on the purpose underlying screen use. This study examined the relationship between screen time based on intended usage and behavioral problems in Japan.
METHODS:
This study included 3,332 children aged between 7-17 years from the Hokkaido Study on Environment and Children's Health. From October 2020 to October 2021, the children and their parents answered questionnaires on the children's screen use duration (never used, <30 min, ≥30 min & <1 hour, ≥1 h & <2 h, ≥2 h) based on seven intended usage categories: watching television/video, video gaming, reading books/comics, sending/receiving e-mail/messages, browsing/posting on social networking services, studying for classes/homework, drawing/editing pictures/photos/videos, along with the Strengths and Difficulties Questionnaire (SDQ). Logistic regression was used to analyze the association between screen time, purpose of children's screen use, and behavioral problems across the 13 SDQ total scores.
RESULTS:
The mean ± standard deviation age of the participants was 12.4 ± 2.4-years-old, 487 (14.6%) children were determined to have behavioral problems, and the duration of screen time increased with their age. The children's primary purposes for screen use were watching television/video, video gaming, sending/receiving e-mail/messages, and browsing/posting on social networking services. Children who reported playing video games for ≥2 hours on weekdays had higher odds of problematic total difficulties scores than never user (Odds Ratio: 2.10, 95% confidence interval: 1.45-3.06).
CONCLUSION
Long video gaming screen time is associated with behavioral issues, hyperactivity/inattention, and prosocial behaviors in children. Conversely, watching television and videos for 30 min-1 h per day, using e-mail or messaging, and using social networking services were significantly association with reduced odds ratio for peer relationship problems as compared to children who never engaged in these activities. Longitudinal follow-up is needed to further examine screen time and problem behaviors.
Humans
;
Screen Time
;
Child
;
Japan/epidemiology*
;
Male
;
Female
;
Adolescent
;
Problem Behavior/psychology*
;
Surveys and Questionnaires
;
Child Behavior
;
Television/statistics & numerical data*
;
Video Games/statistics & numerical data*
4.Active video games for weight management in children and adolescents: systematic review and meta-analysis.
Maria Godesa F. REFUERZO ; Michael M. RESURRECCION
The Philippine Children’s Medical Center Journal 2025;21(2):100-116
Aims: We evaluated the efficacy of active video games as weight reduction intervention among obese children and adolescents by synthesizing available published evidence.
Materials and methods: A meta-analysis was performed using nine RCTs based on the PRISMA guidelines. Children less than 18 years of age who are Obese I and Obese II and underwent active video games intervention or standard weight management programs were included. A search was performed in PubMed/MEDLINE, EMBASE, Scopus, Cochrane, and HERDIN databases from inception to September 2024 databases using the MeSH and key words: (“video games” or “digital games” or “console games” or “electronic games”) AND (“weight loss” or BMI or obesity) AND (children OR pediatric OR adolescents) AND (RCT OR trials OR “randomized controlled trial). Pooled mean difference was used to determine effectiveness on reducing weight and BMI.
Results: The pooled mean difference showed significantly lower post-intervention weight (in kg) (MD=-2.97, 95%CI=-5.15 to -0.78, p=0.008) and significantly lower post-intervention BMI z-score (MD=-0.12, 95%CI=-0.13 to -0.10, p<0.000001) on children with AVG intervention. There was also lower post-intervention BMI on children with AVG intervention (MD=-1.27, 95%CI=-2.93 to 0.38). However, the difference was not statistically significant (p=0.13).
Conclusion:Active video games showed a significant benefit in weight reduction among obese children. Usual lifestyle modification interventions may be challenging due to lack of motivation and poor adherence among younger demographics. AVGs present a novel approach by integrating entertainment with physical activity, thereby addressing these barriers.
Human ; Male ; Female ; Infant: 1-23 Months ; Child Preschool: 2-5 Yrs Old ; Child: 6-12 Yrs Old ; Adolescent: 13-18 Yrs Old ; Randomized Controlled Trial ; Adolescent ; Meta-analysis ; Video Games ; Life Style ; Exercise ; Electronics
5.Pediatric Injuries in Kids Cafés and Risk Factors for Significant Injuries: a 6-Year Cross-Sectional Study Using a Multicenter Injury Registry in Korea
Ik Chang CHOI ; Joong Wan PARK ; Jae Yun JUNG ; Do Kyun KIM ; Young Ho KWAK ; Dongbum SUH ; Se Uk LEE
Journal of Korean Medical Science 2020;35(6):37-
BACKGROUND: A kids café is a popular indoor playground in Korea that combines a playground for young children and a café for their caregivers. There have been no national reports about kids café-related injuries in Korea. This study investigated kids café-related injuries in Korea registered in a multicenter injury surveillance database and analyzed the risk factors for significant kids café-related injuries.METHODS: A multicenter cross-sectional study was performed using the Emergency Department-based Injury In-depth Surveillance registry in Korea between 2011 and 2016. Significant injury was defined as an injury requiring hospitalization or surgery. A multivariable logistic regression model was used to obtain the adjusted odds ratios (aORs) for factors associated with significant kids café-related injuries.RESULTS: Among 1,537,617 injured patients, we extracted 891 patients who were injured in kids cafés. Of these, 46 (5.2%) were admitted, and 39 (4.4%) underwent surgery. The most common injured anatomical site, injury type, and mechanism were lower extremity (28.2%), superficial injury (27.2%), and slip (27.1%), respectively. Among injury-inducing factors, significant injuries were most commonly caused by a trampoline (28.1%), and rock climbing equipment was the only risk factor in a kids café that led to significant injury after adjusting for age, sex, injury mechanism, and injured anatomical sites (aOR, 14.94; 95% confidence interval, 1.51–147.72).CONCLUSION: The rock climbing equipment in a kids café can cause serious injury to children. Establishing safety regulations for rock climbing equipment in kids cafés may have the greatest impact in reducing significant injuries requiring hospitalization or surgery.
Caregivers
;
Child
;
Cross-Sectional Studies
;
Emergencies
;
Hospitalization
;
Humans
;
Korea
;
Logistic Models
;
Lower Extremity
;
Odds Ratio
;
Play and Playthings
;
Risk Factors
;
Social Control, Formal
;
Wounds and Injuries
6.Development of a Play Toolkit for Supporting Infant and Toddler Development in Kyrgyzstan with a Focus on the Symbolic Functioning and Fine Motor Development of Infants 6 to 36 Months Old
Hyojin CHUN ; Soyeon DO ; Soyoon JUNG ; Su Hyun JIN ; Hyunsook SHIN
Child Health Nursing Research 2019;25(2):154-164
PURPOSE: The study aimed to develop a play toolkit to facilitate infants' and toddlers' symbolic thought and fine motor development. METHODS: This study used a methodological study design including two phases of development and evaluation. After reviewing the play culture and developmental health issues in Kyrgyzstan through a literature review and interviews with local experts and parents, the toolkit was developed and evaluated using content validity and utilization tests. RESULTS: The toolkit was based on Westby's symbolic play and the fine motor milestones in the Bright Futures Guidelines. The Toolkits were composed of an overall suggested play schedule according to the child's age, four kinds of play props, and a utilization guidebook for parents. The play props were a felt book, sorting and assembling blocks, cup blocks, and a tangram. The guidebook contained age-appropriate operating methods and alternative ways to use the materials. CONCLUSION: A play toolkit was developed to enhance nurturing practices among parents of infants and toddlers. The findings may help facilitate effective interactions between parents and their children. Considering that nurturing care is critical for achieving better child health outcomes, enhancing parenting resources and parent-child relations could function as an effective strategy for promoting child health.
Appointments and Schedules
;
Child
;
Child Development
;
Child Health
;
Humans
;
Infant
;
Kyrgyzstan
;
Methods
;
Parent-Child Relations
;
Parenting
;
Parents
;
Play and Playthings
7.Effectiveness of healthy foodie nutrition game application as reinforcement intervention to previous standard nutrition education of school-aged children: A randomized controlled trial
Florence Rochelle Gan ; Elaine Cunanan ; Rebecca Castro
Journal of the ASEAN Federation of Endocrine Societies 2019;34(2):144-152
Objective:
Games promoting nutrition education are helpful tools to improve nutrition knowledge. Healthy Foodie is an interactive web-based nutrition game for Filipino children. This study aimed to determine the effectiveness of Healthy Foodie on the nutrition knowledge of children aged 7 to 10 years old.
Methodology:
This study had 2 phases. In Phase 1, we developed and validated the Healthy Foodie nutrition game application and Nutrition Knowledge Questionnaire involving 46 participants. The Nutrition Knowledge Questionnaire was divided into 2 15-item questionnaires: Part 1 pertained to Food Group Knowledge and Part 2 on Food Frequency Knowledge. Phase 2 was the implementation of the game and questionnaire. This was a randomized controlled trial conducted in two elementary schools in Manila, involving 360 participants divided equally into control and experimental groups.
Results:
For Phase 1, internal consistency of the questionnaire using the Kuder-Richardson Formula 20 was 0.75 for part 1 and 0.70 for Part 2. In Phase 2, comparing the adjusted posttest mean Food Group Knowledge scores, there was statistically higher score (F=111.84, p=0.0001) in the experimental group (11.57±0.20) compared to the control (8.51±0.20). In the adjusted posttest mean Food Frequency Knowledge scores, there was a statistically higher score (F=56.12, p=0.0001) in the experimental group (10.70±0.15) compared to the control (9.07±0.15).
Conclusion
A nutrition game-based intervention such as Healthy Foodie is effective as a reinforcement intervention to previous standard nutrition education of school-aged children
Health Education
;
Video Games
8.Investigating the Dose-Related Effects of Video Game Trunk Control Training in Chronic Stroke Patients With Poor Sitting Balance.
Hyun Young KIM ; Hyun Im MOON ; You Hyeon CHAE ; Tae Im YI
Annals of Rehabilitation Medicine 2018;42(4):514-520
OBJECTIVE: To investigate the dose-related effect of trunk control training (TCT) using Trunk Stability Rehabilitation Robot Balance Trainer (TSRRBT) in chronic stroke patients with poor sitting balance. METHODS: This was a retrospective study of 38 chronic stroke patients with poor sitting balance that underwent TCT with TSRRBT. The participants were assigned either to the low-dose training (LDT) group (n=18) or to the highdose training (HDT) group (n=20). In addition to the conventional rehabilitation therapy, the LDT group received 5 sessions of TSRRBT intervention per week, whereas the HDT group received 10 sessions of TSRRBT intervention per week. The outcome measures were the scores on the Trunk Impairment Scale (TIS) and its subscales, Berg Balance Scale (BBS), Functional Ambulation Classification (FAC), and the Korean version of Modified Barthel Index (K-MBI). All outcome measures were assessed before the training and at the end of the 4-week training. RESULTS: After the 4-week intervention, TIS, BBS, FAC, and K-MBI scores showed improvement in both LDT and HDT groups. Furthermore, the improvements in TIS scores and its subscales were significantly greater in the HDT group than in the LDT group (p < 0.05). CONCLUSION: TCT using TSRRBT could be an additional treatment for the conventional rehabilitation therapy of chronic stroke patients with poor sitting balance. HDT may provide more beneficial effects on improving patients’ sitting balance than LDT.
Biofeedback, Psychology
;
Classification
;
Humans
;
Outcome Assessment (Health Care)
;
Rehabilitation
;
Retrospective Studies
;
Stroke*
;
Video Games*
;
Walking
9.Joint Association of Screen Time and Physical Activity with Obesity: Findings from the Korea Media Panel Study.
Osong Public Health and Research Perspectives 2018;9(4):207-212
OBJECTIVES: There is evidence to suggest that sedentary behavior is associated with a higher risk of metabolic disease. The aim of this study was to investigate cross-sectional joint associations of physical activity (PA) and screen time (ST), with the risk of obesity in Korean adults. METHODS: The Korea Media Panel Study consisted of a household interview and a self-administered diary survey on media usage over 3 days. ST (hours/day) was defined as the reported daily average hours spent watching television, computing (i.e., desktop, notebook, netbook, tablets), smartphone and video game console use. Cross-sectional associations of obesity (BMI ≥ 25 kg/m2) and the amount of daily ST and PA were examined by logistic regression models adjusting for other possible confounders including alcohol consumption, smoking, depressive symptoms and demographic information. There were 7,808 participants included in the analyses. RESULTS: Increased ST was significantly associated with the risk of obesity (controlling for other possible confounders), but PA level was not found to be significantly linked. Participants who engaged in screen time > 6 hours per day had a higher incidence of obesity. CONCLUSION: This study provides evidence of the association between ST and the increased incidence of obesity measured by BMI, independent of PA amongst Korean adults.
Adult
;
Alcohol Drinking
;
Depression
;
Family Characteristics
;
Humans
;
Incidence
;
Joints*
;
Korea*
;
Logistic Models
;
Metabolic Diseases
;
Motor Activity*
;
Obesity*
;
Smartphone
;
Smoke
;
Smoking
;
Television
;
Video Games
10.Feasibility of a New Desktop Motion Analysis System with a Video Game Console for Assessing Various Three-Dimensional Wrist Motions.
Kwang Gi KIM ; Chan Soo PARK ; Suk Ha JEON ; Eui Yub JUNG ; Jiyun HA ; Sanglim LEE
Clinics in Orthopedic Surgery 2018;10(4):468-478
BACKGROUND: The restriction of wrist motion results in limited hand function, and the evaluation of the range of wrist motion is related to the evaluation of wrist function. To analyze and compare the wrist motion during four selected tasks, we developed a new desktop motion analysis system using the motion controller for a home video game console. METHODS: Eighteen healthy, right-handed subjects performed 15 trials of selective tasks (dart throwing, hammering, circumduction, and winding thread on a reel) with both wrists. The signals of light-emitting diode markers attached to the hand and forearm were detected by the optic receptor in the motion controller. We compared the results between both wrists and between motions with similar motion paths. RESULTS: The parameters (range of motion, offset, coupling, and orientations of the oblique plane) for wrist motion were not significantly different between both wrists, except for radioulnar deviation for hammering and the orientation for thread winding. In each wrist, the ranges for hammering were larger than those for dart throwing. The offsets and the orientations of the oblique plane were not significantly different between circumduction and thread winding. CONCLUSIONS: The results for the parameters of dart throwing, hammering, and circumduction of our motion analysis system using the motion controller were considerably similar to those of the previous studies with three-dimensional reconstruction with computed tomography, electrogoniometer, and motion capture system. Therefore, our system may be a cost-effective and simple method for wrist motion analysis.
Forearm
;
Hand
;
Methods
;
Range of Motion, Articular
;
Video Games*
;
Wind
;
Wrist*


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