How to Help a Child with Type 1 Diabetes Care About Managing
Their Disease?
- Kids between the ages of 8-14 are spending 6-9 hours on devices with screens every day.
- Lasting behavior change cannot be forced—the child must find their own motivation to study evidence-based curriculum
- Help them understand that their dreams are possible through managing diabetes and preventing secondary diseases.
- Provide them with social and emotional support with other kids who face similar challenges.
”I had no support outside the clinics I went to. I had never given a shot before, and I knew nothing about diabetes, yet there I was in charge of my own child's life on a daily basis
-The mother of a child with T1D currently in the ICU (After years of struggling with several social determinants of health)
This is why Heroic Diabetes has blended an online platform with diabetes education! We use technology for good and reclaim some of those screentime hours for video game experiential learning. Our students enter a virtual summer camp where they receive a comprehensive diabetes education while playing exciting and instructive games, setting goals, and interacting with fellow students. We teach them that when they manage their diabetes, they can live their full adventure!
Empowering a Vulnerable Population with Great Potential
Heroic Diabetes is uniquely capable of reaching even the most vulnerable children and families within the diabetes community. While diabetes impacts over 300,000 children in the United States, many of these affected families face significant social determinants of health that place barriers between them and positive health outcomes. We address these issues by implementing effective educational inventions to lift these families. which is why we have built Heroic Diabetes to run on any device with internet capabilities.
For 20-30 minutes a day, our students receive evidence-based education covering physiology, nutrition, treatment considerations, and mental wellness according to the American Diabetes Association’s Standards of Care. parents and clinicians can monitor the child’s progress in the game to guide further education in the clinic and the home. While many parents experience difficulty identifying resources and making daily decisions regarding diabetes management. Heroic Diabetes provides access to existing resources, evidence-based information, and a supportive community.
These resources are available without additional burden placed on providers, educators, or parents. Rather than replace the education already provided in the clinic. we seek to prepare a more motivated and engaged patient population through daily experiences that simulate a summer camp atmosphere. With the right education and support, these children can become the health leaders that the rest Of the children in the nation need, because no Other group Of kids is better suited to teach Others about health than kids who actively participate in their diabetes management.
We focus on the underserved kids to solve the healthcare crisis
Working with the Tl D population is just the beginning. Soon, we will use this same model to educate
and inspire all kids, starting with the underserved, to deliver the following:
1. Motivate Them to Learn
Using a game-based and Al driven platform that engage kids and supports parents and educators—kids will learn on their own.
2. Train Them to be Influencers
Teach them how to live a healthier life and influence those around them to do the same. On average, 1 child directly influences about 6 people.
3. Start a Grassroots Movement—Led By the Underserved
If most of our healthcare costs are due to chronic diseases that can be avoided or minimized with early lifestyle changes, then this is where any solution needs to start—at the root of the problem.
4. We start to solve the Education, Health, and Inequality Crises
When we properly educate children and ensure that they are healthy, this becomes the foundation for their ability to live an equitable life and become an influence for good for people around them.
This is the power of early and high impact education — if kids are learning the right principles and habits of success, then they can break out of generational cycles of poverty and underachievement to live their full potential. By focusing on the “bottom 50%” and empowering them to lead, all students will be lifted up—the rising tide lifts all boats. This is what real education does.
In the making for over a decade with millions of students, we have the data that backs our Camp Heroic platform – All kids learn during every waking hour – and we as the adults just need to help them learn the critical life-skills of success.
With just 23 mins/day, we deliver academic and life-skills excellence as these students (and their families) become Heroic. This is kid-driven learning outside the classroom and on any device – even the Chromebook!
We Use Technology for Good
Finally Technology that Delivers Learning Outcomes in the Real World – We Guarantee it!
In the making for over a decade with millions of students, we have the data that backs our Learning365 model – All kids learn during every waking hour – and we as the adults just need to help them learn the critical life-skills of success.
With just 23 mins/day, for 5 days/week for 52 weeks of the year playing Heroic Game Day (just 2.4% of their daily learning time), we deliver academic and life-skills excellence as these students (and their families) become Heroic. This is kid-driven learning outside the classroom and on any device – even the Chromebook!
Our goal is to help every family with a T1D child, to have the right learning and experiences to help them start their T1D life on the right foot and doing the right things that will help them live their life fully.
Glucocity – “A video walkthrough on Glucocity”
Mission video – “A walkthrough of one of the missions in the game”
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Heroic Game Day’s New Diabetes Program Promotes Type 1 Childhood Diabetes Management Using Game-Based Learning
Heroic Game Day’s New Diabetes Program Promotes Type 1 Childhood Diabetes Management Using Game-Based Learning.
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