keyword
https://read.qxmd.com/read/38656890/large-scale-mobile-and-technology-enhanced-serious-game-for-interprofessional-education-pilot-study-and-lessons-learnt
#1
JOURNAL ARTICLE
Patricia Picchiottino, Adeline Paignon, Liudmyla Hesse, Sophie Bos, Joanne Wiesner Conti, Marie P Schneider, Thomas Fassier
Recent research suggests that serious gaming is a promising strategy for interprofessional education (IPE). This report describes the design and pilot testing of a large-scale, mobile, technology-enhanced serious game embedded in the IPE curriculum in Geneva, Switzerland. Organized into teams of eight, the students were tasked with finding a young patient who had just escaped from the intensive care unit. Through a series of 10 stations, they explored hospital- and community-based locations of the healthcare system and were engaged in various learning and game activities; they were rewarded with cues to unveil the mystery...
April 24, 2024: Journal of Interprofessional Care
https://read.qxmd.com/read/38656778/addressing-data-absenteeism-and-technology-chauvinism-in-the-use-of-gamified-wearable-gloves-among-older-adults-moderated-usability-study
#2
JOURNAL ARTICLE
Edmund W J Lee, Warrick W Tan, Ben Tan Phat Pham, Ariffin Kawaja, Yin-Leng Theng
BACKGROUND: Digital health technologies have the potential to improve health outcomes for older adults, especially for those recovering from stroke. However, there are challenges to developing these technologies, such as data absenteeism (where older adults' views are often underrepresented in research and development) and technology chauvinism (the belief that sophisticated technology alone is the panacea to addressing health problems), which hinder their effectiveness. OBJECTIVE: In this study, we aimed to address these challenges by developing a wearable glove integrated with culturally relevant exergames to motivate older adults to exercise and, for those recovering from stroke, to adhere to rehabilitation...
April 24, 2024: JMIR Serious Games
https://read.qxmd.com/read/38656775/effects-of-virtual-reality-therapy-combined-with-conventional-rehabilitation-on-pain-kinematic-function-and-disability-in-patients-with-chronic-neck-pain-randomized-controlled-trial
#3
JOURNAL ARTICLE
Qifan Guo, Liming Zhang, Leo Lianyi Han, Chenfan Gui, Guanghui Chen, Chunyan Ling, Wei Wang, Qiang Gao
BACKGROUND: Neck pain is a common condition that leads to neck motor dysfunction and subsequent disability, with a significant global health care burden. As a newly emerging tool, virtual reality (VR) technology has been employed to address pain and reduce disability among patients with neck pain. However, there is still a lack of high-quality studies evaluating the efficacy of VR therapy combined with conventional rehabilitation for patients with chronic neck pain, particularly in terms of kinematic function...
April 24, 2024: JMIR Serious Games
https://read.qxmd.com/read/38656178/moniz-game-usability-and-user-experience-evaluation-of-a-musical-game-for-motor-coordination
#4
JOURNAL ARTICLE
Yasmim Fernandes Moniz, Bruno Toshio Gomes Gunji, Alessandro Pereira da Silva, Terigi Augusto Scadovelli, Silvia Cristina Martini, Silvia Regina Matos da Silva Boschi
Purpose: The objective of this research was to develop a musical digital game for rehabilitation of upper limb and to verify its usability and user experience with professionals in the field (physical therapists). Materials and Methods: Thirty working professionals were recruited to evaluate the system. The usability was evaluated with the System Usability Scale (SUS) and the user experience was verified with the Game Flow scale. Results: The overall score of the SUS scale was 88.67 (±9.129); this score is interpreted as "Best Imaginable" (86-100)...
April 23, 2024: Games for Health
https://read.qxmd.com/read/38655328/serious-games-to-assess-students
#5
JOURNAL ARTICLE
Hedia Mhiri Sellami
This paper describes experiments where students were assessed using the Serious Games (SGs) they created. The first experiment is with students attending our "Business Games" module for the master's degree in "Innovation" at the Tunis Engineering School. The second experiment involved students enrolled in our "Introduction to Data Science" module of the master's degree in "Data Sciences" at the High Institute of Management of Tunis. We requested each section's students to design a game related to the covered module...
April 30, 2024: Heliyon
https://read.qxmd.com/read/38649981/smart-glasses-use-experience-of-nursing-graduate-students-qualitative-study
#6
JOURNAL ARTICLE
Afra Calik, Denizhan Ozkul, Sevgisun Kapucu
BACKGROUND: Immersive technologies such as smart glasses can benefit nursing training and clinical practice. In this paper, we explore the views of nursing graduate students about their experience with smart glasses. METHODS: Nursing graduate students (n = 13) were recruited using purposeful sampling. First, a virtual reality intervention for hyperglycemia in nursing care was shown. This was an attempt to introduce people to the technology and start discussions about how it might be used in nursing care...
April 22, 2024: BMC Nursing
https://read.qxmd.com/read/38649943/training-nurses-in-an-international-emergency-medical-team-using-a-serious-role-playing-game-a-retrospective-comparative-analysis
#7
JOURNAL ARTICLE
Hai Hu, Xiaoqin Lai, Longping Yan
BACKGROUND: Although game-based applications have been used in disaster medicine education, no serious computer games have been designed specifically for training these nurses in an IEMT setting. To address this need, we developed a serious computer game called the IEMTtraining game. In this game, players assume the roles of IEMT nurses, assess patient injuries in a virtual environment, and provide suitable treatment options. METHODS: The design of this study is a retrospective comparative analysis...
April 22, 2024: BMC Medical Education
https://read.qxmd.com/read/38648634/psychometric-properties-of-the-metacognitions-about-online-gaming-scale-in-the-chinese-population-and-its-relationship-with-internet-gaming-disorder-cross-sectional-study
#8
JOURNAL ARTICLE
Shuhong Lin, Xinxin Chen, Linxiang Tan, Zhenjiang Liao, Yifan Li, Ying Tang, Qiuping Huang, Hongxian Shen
BACKGROUND: Metacognitions about online gaming have been shown to be correlated with Internet Gaming Disorder (IGD). Knowledge of metacognitions about online gaming can help to understand IGD. The Metacognitions about Online Gaming Scale (MOGS) is a reliable and valid tool to measure specific metacognitions about online gaming in both adults and adolescents, which is lacking in China. OBJECTIVE: This study was conducted to assess the psychometric properties of the Chinese version of the MOGS (C-MOGS) and its relationship with IGD in the Chinese population...
April 22, 2024: JMIR Serious Games
https://read.qxmd.com/read/38646123/integrating-reinforcement-learning-and-serious-games-to-support-people-with-rare-genetic-diseases-and-neurodevelopmental-disorders-outcomes-on-parents-and-caregivers
#9
JOURNAL ARTICLE
Fabrizio Stasolla, Khalida Akbar, Anna Passaro, Mirella Dragone, Mariacarla Di Gioia, Antonio Zullo
No abstract text is available yet for this article.
2024: Frontiers in Psychology
https://read.qxmd.com/read/38634461/using-virtual-reality-in-a-rehabilitation-program-for-patients-with-breast-cancer-phenomenological-study
#10
JOURNAL ARTICLE
Shih-Chung Wu, Chia-Wen Chuang, Wen-Chun Liao, Chung-Fang Li, Hsin-Hsin Shih
BACKGROUND: Surgery is an essential treatment for early-stage breast cancer. However, various side effects of breast cancer surgery, such as arm dysfunction and lymphedema, remain causes for concern. Rehabilitation exercises to prevent such side effects should be initiated within 24 hours after surgery. Virtual reality (VR) can assist the process of rehabilitation; however, the feasibility of applying VR for rehabilitation must be explored, in addition to experiences of this application...
April 16, 2024: JMIR Serious Games
https://read.qxmd.com/read/38632713/exploring-the-design-of-upper-limb-strength-training-through-high-intensity-interval-training-combined-with-exergaming-usability-study
#11
JOURNAL ARTICLE
Shu-Cheng Lin, Jing-Yu Lee, Yong Yang, Chu-Chun Fang, Hsiao-Lin Fang, Tien-Hung Hou
BACKGROUND: High-intensity interval training (HIIT) has become a popular exercise strategy in modern society, with the Tabata training method being the most popular. In the past, these training methods were mostly done without equipment, but incorporating exergaming into the training may provide a new option for muscle training. OBJECTIVES: The aim of this study was to explore the differences in upper limb muscle activation using an HIIT program combined with exergaming...
April 17, 2024: JMIR Serious Games
https://read.qxmd.com/read/38632181/making-use-of-technology-to-improve-stated-preference-studies
#12
JOURNAL ARTICLE
Caroline Vass, Marco Boeri, Gemma Shields, Jaein Seo
The interest in quantifying stated preferences for health and healthcare continues to grow, as does the technology available to support and improve health preference studies. Technological advancements in the last two decades have implications and opportunities for preference researchers designing, administering, analysing, interpreting and applying the results of stated preference surveys. In this paper, we summarise selected technologies and how these can benefit a preference study. We discuss empirical evaluations of the technology in preference research, with examples from health where possible...
April 17, 2024: Patient
https://read.qxmd.com/read/38626088/players-strategy-selection-in-co-governance-and-supervision-of-internet-platforms-monopolistic-behaviors-a-study-on-new-media-participation
#13
JOURNAL ARTICLE
Yadong Song, Tongshui Xia
Incidents of monopolies among Internet platforms have seriously endangered the development of the market economy, public interest, and social fairness, making it a highly discussed topic of broad public concern. Preventing such incidents requires not only a comprehensive supervision system by governments, but also contributions from other relevant parties. The new media environment has provided a new platform to support such joint supervision from multiple parties. As such, this study constructed an evolutionary game model involving the government, Internet platforms, new media, and the public to explore the stable equilibrium point of players' strategy selections...
2024: PloS One
https://read.qxmd.com/read/38608270/the-effectiveness-of-a-digital-app-for-reduction-of-clinical-symptoms-in-individuals-with-panic-disorder-randomized-controlled-trial
#14
RANDOMIZED CONTROLLED TRIAL
KunJung Kim, Hyunchan Hwang, Sujin Bae, Sun Mi Kim, Doug Hyun Han
BACKGROUND: Panic disorder is a common and important disease in clinical practice that decreases individual productivity and increases health care use. Treatments comprise medication and cognitive behavioral therapy. However, adverse medication effects and poor treatment compliance mean new therapeutic models are needed. OBJECTIVE: We hypothesized that digital therapy for panic disorder may improve panic disorder symptoms and that treatment response would be associated with brain activity changes assessed with functional near-infrared spectroscopy (fNIRS)...
April 12, 2024: Journal of Medical Internet Research
https://read.qxmd.com/read/38606435/effectiveness-of-a-fire-disaster-pfa-simulation-game-a-single-blinded-trial
#15
RANDOMIZED CONTROLLED TRIAL
Yun-Jung Choi, Heewon Song
OBJECTIVE: As societies become more complex, disasters are increasing in frequency and magnitude. To respond to the psychological problems that may arise in such situations, it is necessary to develop the psychological first aid (PFA) training program that is more engaging for disaster relief workers and less limited in time and space. This study aimed to investigate the effectiveness of a web-based PFA simulation game for disaster relief workers to provide to fire disaster victims. METHODS: This was a non-randomized controlled experimental study with 30 participants in the experimental and control groups...
April 12, 2024: Disaster Medicine and Public Health Preparedness
https://read.qxmd.com/read/38601821/promoting-teachers-wellbeing-through-a-serious-game-intervention-a-qualitative-exploration-of-teachers-experiences
#16
JOURNAL ARTICLE
Valeria Cavioni, Elisabetta Conte, Veronica Ornaghi
INTRODUCTION: Teachers' wellbeing plays a critical role in their overall job satisfaction, motivation, and effectiveness in building supporting learning environments. In today's dynamic educational settings, where teachers often face numerous challenges and stressors, their wellbeing becomes increasingly vital. Consequently, there is an urgent need to innovate and develop targeted training interventions that can support specifically the wellbeing of educators. METHODS: This study sought to provide an overview of the "Online Wellbeing Course - OWC," a serious game developed to enhance teachers' wellbeing, and to investigate the participants' feedback after being engaged in the OWC, utilizing a qualitative approach through focus group discussions...
2024: Frontiers in Psychology
https://read.qxmd.com/read/38598265/measuring-the-reliability-of-a-gamified-stroop-task-quantitative-experiment
#17
JOURNAL ARTICLE
Katelyn Wiley, Phaedra Berger, Maximilian Achim Friehs, Regan Lee Mandryk
BACKGROUND: Few gamified cognitive tasks are subjected to rigorous examination of psychometric properties, despite their use in experimental and clinical settings. Even small manipulations to cognitive tasks require extensive research to understand their effects. OBJECTIVE: This study aims to investigate how game elements can affect the reliability of scores on a Stroop task. We specifically investigated performance consistency within and across sessions. METHODS: We created 2 versions of the Stroop task, with and without game elements, and then tested each task with participants at 2 time points...
April 10, 2024: JMIR Serious Games
https://read.qxmd.com/read/38596860/a-serious-game-for-cognitive-stimulation-of-older-people-with-mild-cognitive-impairment-design-and-pilot-usability-study
#18
JOURNAL ARTICLE
Juan Francisco Ortega Morán, J Blas Pagador, Vicente Gilete Preciado, José Luis Moyano-Cuevas, Trinidad Rodríguez Domínguez, Marta Santurino Muñoz, Francisco M Sánchez Margallo
BACKGROUND: Cognitive stimulation of older people helps prevent, and even treat, age-related diseases, such as mild cognitive impairment. Playing games reduces the probability of experiencing this pathology, which is related to the loss of the ability to carry out some instrumental activities of daily living. OBJECTIVE: This work describes the design and development of a serious game for the cognitive stimulation of older people, with exercises related to the daily life task of shopping...
April 4, 2024: JMIR aging
https://read.qxmd.com/read/38596827/efficacy-of-a-virtual-3d-simulation-based-digital-training-module-for-building-dental-technology-students-long-term-competency-in-removable-partial-denture-design-prospective-cohort-study
#19
JOURNAL ARTICLE
KeXin Liu, YaQian Xu, ChaoYi Ma, Na Yu, FaBing Tan, Yi Li, YaXin Bai, XiaoMing Fu, JiaWu Wan, DongQi Fan, HuBin Yin, MeiXi Chen, HongJi Chen, Lin Jiang, JinLin Song, Ping Ji, XiaoHan Zhao, MengWei Pang
BACKGROUND: Removable partial denture (RPD) design is crucial to long-term success in dental treatment, but shortcomings in RPD design training and competency acquisition among dental students have persisted for decades. Digital production is increasing in prevalence in stomatology, and a digital RPD (D-RPD) module, under the framework of the certified Objective Manipulative Skill Examination of Dental Technicians (OMEDT) system reported in our previous work, may improve on existing RPD training models for students...
April 5, 2024: JMIR Serious Games
https://read.qxmd.com/read/38592482/external-post-mortem-examination-in-virtual-reality-scalability-of-a-monocentric-application
#20
JOURNAL ARTICLE
Christina Klus, Katja Krumm, Sindy Jacobi, Marie-Christin Willemer, Charlotte Daub, Dietrich Stoevesandt, Katrin Metzler, Carolin Richter, Lisa-Maria Peter, Steffen Heide, Uwe Schmidt
Conducting external post-mortem examinations is an essential skill required of physicians in various countries, regardless of their specialization. However, the quality of these examinations has been a subject of continuous debates, and notable errors were reviled. In response to these shortcomings, a virtual reality (VR) application was developed at Halle's medical department in Germany, focusing on the scene of discovery and the completion of death certificates. The initial trial of this VR application in 2020 involved 39 students and 15 early-career professionals...
April 9, 2024: International Journal of Legal Medicine
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