Graduated with honours in Arts from the University of Florence (Italy) in 1993, e-learning specialist and Project Manager, she has been working for Grifo multimedia since its foundation in 1997. She is in charge of coordinating Grifo’s activities within projects funded by the European Union in the field of educational and knowledge management technologies, and over the last years she has been particularly involved in projects focusing on the application of gamification principles to various fields such as healthcare and HR development. Her main tasks involve project management, instructional design, development and adaptation of contents for online educational courses and serious games. She recently successfully managed PERGAMON (PERvasive Serious GAMes suppOrted by Virtual CoachiNg), a project funded under the ICT Call of the Horizon 2020 Programme, and has been working as project management in Tako Dojo, the app for diabetic children developed by Grifo and sponsored by the pharma company A. Menarini Diagnostics.
TAKO DOJO: play and learn to manage diabetes
TAKO DOJO is a game app developed to meet the needs of people with diabetes, encouraging self-empowerment for independent management of their disease, and supporting treatment adherence.
The TAKO DOJO app is connected to blood glucose monitoring devices, and gamifies self-care related activities, such as self-monitoring of blood glucose (BGM), which is one of the most important activities in managing diabetes. Specifically, within TAKO DOJO each BGM is rewarded by points that allows players to progress in the leaderboards and unlock new levels in the game. The game app includes a variety of games, all set in a phantasy world of oriental flavour where the characters are Takos, or little octopuses. The main game is an adventure and puzzle game in which the player takes on the role of an investigator who tries to solve a mystery. Progress is linked to correct answers to questions about diabetes management. Access to the main game is granted only when users have gained enough points in the additional five mini-games, which are designed to communicate certain educational objectives related to the chronic condition. The Dojo (or gym) is the setting where users can access all the games. Also available in the app are the House (to view records of BGM) and the Library, where five short animated videos about diabetes and healthy lifestyle are available.