keyword
https://read.qxmd.com/read/38590338/cultural-applicability-and-desirability-of-broodles-the-first-serious-game-intervention-for-siblings-of-children-with-disabilities
#21
JOURNAL ARTICLE
Linda K M Veerman, Krister W Fjermestad, Torun M Vatne, Paula S Sterkenburg, Suzanne D M Derks, Anjet A J Brouwer-van Dijken, Agnes M Willemen
OBJECTIVE: Serious games can serve as easily accessible interventions to support siblings of children with disabilities, who are at risk of developing mental health problems. The Dutch serious game 'Broodles' was developed for siblings aged 6-9 years. The current study aims to assess the cultural applicability, desirability, feasibility, and acceptability of 'Broodles' in Norway. METHODS: Norwegian siblings ( N  = 16) aged 6-13 years and parents ( N  = 12) of children with intellectual disabilities assessed the game...
December 2024: PEC Innov
https://read.qxmd.com/read/38588457/physical-exercise-for-people-with-parkinson-s-disease-a-systematic-review-and-network-meta-analysis
#22
REVIEW
Moritz Ernst, Ann-Kristin Folkerts, Romina Gollan, Emma Lieker, Julia Caro-Valenzuela, Anne Adams, Nora Cryns, Ina Monsef, Antje Dresen, Mandy Roheger, Carsten Eggers, Nicole Skoetz, Elke Kalbe
BACKGROUND: Physical exercise is effective in managing Parkinson's disease (PD), but the relative benefit of different exercise types remains unclear. OBJECTIVES: To compare the effects of different types of physical exercise in adults with PD on the severity of motor signs, quality of life (QoL), and the occurrence of adverse events, and to generate a clinically meaningful treatment ranking using network meta-analyses (NMAs). SEARCH METHODS: An experienced information specialist performed a systematic search for relevant articles in CENTRAL, MEDLINE, Embase, and five other databases to 17 May 2021...
April 8, 2024: Cochrane Database of Systematic Reviews
https://read.qxmd.com/read/38579926/-exavir-implementation-and-evaluation-of-experimental-pharmacology-skills-acquisition-by-pharmacy-students
#23
JOURNAL ARTICLE
Clara Bourreau, Tristan Chevrier, Thomas Desserrey, Nathalie Lusson, Flavien Bessaguet, Sébastien Faure, Samuel Legeay
With the evolution of European and French regulations on animal experimentation in higher education, taking greater account of animal welfare, the University of Angers has developed a virtual animal experimentation software named Exavir. Used for practical work (PW) in physiology, pharmacology and toxicology in the Health, Sciences, and engineering curricula, Exavir can be used to simulate various experiments for teaching purposes, in vivo or ex vivo. Thanks to an original approach integrating serious games with different scenarios, students gain autonomy and become directly involved in their learning...
April 3, 2024: Annales Pharmaceutiques Françaises
https://read.qxmd.com/read/38578690/effects-of-a-serious-smartphone-game-on-nursing-students-theoretical-knowledge-and-practical-skills-in-adult-basic-life-support-randomized-wait-list-controlled-trial
#24
JOURNAL ARTICLE
Nino Fijačko, Ruth Masterson Creber, Špela Metličar, Matej Strnad, Robert Greif, Gregor Štiglic, Pavel Skok
BACKGROUND: Retention of adult basic life support (BLS) knowledge and skills after professional training declines over time. To combat this, the European Resuscitation Council and the American Heart Association recommend shorter, more frequent BLS sessions. Emphasizing technology-enhanced learning, such as mobile learning, aims to increase out-of-hospital cardiac arrest (OHCA) survival and is becoming more integral in nursing education. OBJECTIVE: The aim of this study was to investigate whether playing a serious smartphone game called MOBICPR at home can improve and retain nursing students' theoretical knowledge of and practical skills in adult BLS...
April 5, 2024: JMIR Serious Games
https://read.qxmd.com/read/38578674/understanding-senior-adults-needs-preferences-and-experiences-of-commercial-exergames-for-health-usability-study
#25
JOURNAL ARTICLE
Yu-Han Wang
BACKGROUND: Many senior adults are at risk of mental and physical disorders due to a lack of sufficient exercise. Therefore, adherent exercise should be urgently promoted to improve senior adults' muscle strength, preventing falls and conditions caused by physical and cognitive decline. However, off-the-shelf exercise games, so-called exergames, are mainly targeted at the younger generation or children, while senior adults are neglected, when this age group strongly needs exercise. Exergames could serve as a health intervention for promoting exercise...
April 5, 2024: JMIR Serious Games
https://read.qxmd.com/read/38572227/cgrwdl-alignment-free-phylogeny-reconstruction-method-for-viruses-based-on-chaos-game-representation-weighted-by-dynamical-language-model
#26
JOURNAL ARTICLE
Ting Wang, Zu-Guo Yu, Jinyan Li
Traditional alignment-based methods meet serious challenges in genome sequence comparison and phylogeny reconstruction due to their high computational complexity. Here, we propose a new alignment-free method to analyze the phylogenetic relationships (classification) among species. In our method, the dynamical language (DL) model and the chaos game representation (CGR) method are used to characterize the frequency information and the context information of k -mers in a sequence, respectively. Then for each DNA sequence or protein sequence in a dataset, our method converts the sequence into a feature vector that represents the sequence information based on CGR weighted by the DL model to infer phylogenetic relationships...
2024: Frontiers in Microbiology
https://read.qxmd.com/read/38571855/adapting-the-gamified-educational-networking-online-learning-management-system-to-test-a-decentralized-simulation-based-education-model-to-instruct-paramedics-in-training-on-the-emergency-intraosseous-access-and-infusion-skill
#27
JOURNAL ARTICLE
Amanpreet K Jolly, Dilothi Selvarajah, Julia Micallef, Andrei Torres, Dale Button
Intraosseous (IO) access and infusion is a safe and rapid alternative to intravenous access in obtaining vascular access for administering fluids and drugs. Healthcare professionals, such as primary and advanced care paramedics, use IO access and infusion in emergency circumstances where peripheral intravenous routes are inaccessible. IO access skills require hands-on training, which can be done remotely if the participants have access to simulation, instructions, guidance, and feedback. For the purpose of moving the training outside of the simulation laboratories, we have developed (1) an inexpensive and scalable three-dimensional (3D) printed and silicone-based advanced adult proximal tibial IO access and infusion simulator and (2) a unique learning management system (LMS) for remote simulation-based training...
March 2024: Curēus
https://read.qxmd.com/read/38568951/serious-games-are-more-than-just-games
#28
JOURNAL ARTICLE
Santiago de Matos Lima, Paula Otero
Serious games (SG) or educational games are complete games designed for a specific purpose that fulfill both their classic function of entertainment and promote the learning of specific concepts or skills and optimize health care in general. In the pediatric setting, these games combine strategies to educate about health issues, promote healthy behaviors, provide therapy or medical treatment. SG have been shown to promote adherence to treatment in children with chronic diseases, reduce anxiety in those undergoing invasive medical procedures, and stimulate the development of cognitive, emotional, or psychomotor skills...
April 11, 2024: Archivos Argentinos de Pediatría
https://read.qxmd.com/read/38563873/game-design-elements-of-serious-games-in-the-education-of-medical-and-healthcare-professions-a-mixed-methods-systematic-review-of-underlying-theories-and-teaching-effectiveness
#29
REVIEW
Alexandra Aster, Matthias Carl Laupichler, Saskia Zimmer, Tobias Raupach
Serious games, as a learning resource, enhance their game character by embedding game design elements that are typically used in entertainment games. Serious games in its entirety have already proven their teaching effectiveness in different educational contexts including medical education. The embedded game design elements play an essential role for a game's effectiveness and thus they should be selected based on evidence-based theories. For game design elements embedded in serious games used for the education of medical and healthcare professions, an overview of theories for the selection lacks...
April 2, 2024: Advances in Health Sciences Education
https://read.qxmd.com/read/38563685/oral-health-education-for-children-development-of-a-serious-game-with-a-user-centered-design-approach
#30
JOURNAL ARTICLE
Thaís Silva Mendonça, Sérgio Teixeira de Carvalho, Ahmad Aljafari, Marie Therese Hosey, Luciane Rezende Costa
Background: Children can learn efficiently with well-designed serious games. The use of applications to promote health has proliferated, but there is a lack of scientific studies on educational games in oral health. Materials and Methods: We developed the Brazilian version of a British and Jordanian oral health education game for children from the perspectives of Brazilian specialists and users. This descriptive study, with a qualitative and quantitative approach, comprised three phases: I-Experts' discussion of the appropriateness of the previous version of the game to Brazil; II-Development of the first Brazilian version of the game; and III-Evaluation of the first version with 15 children from 4 to 8 years of age...
April 1, 2024: Games for Health
https://read.qxmd.com/read/38551635/impact-of-virtual-reality-based-group-activities-on-activity-level-and-well-being-among-older-adults-in-nursing-homes-longitudinal-exploratory-study
#31
JOURNAL ARTICLE
Yijun Li, Carlotta Wilke, Irina Shiyanov, Beate Muschalla
BACKGROUND: In addition to illness, inactivity is a risk factor for high mortality in nursing homes. Using innovative technology, such as virtual reality (VR), for meaningful group activities could provide new opportunities for solving this problem. VR interventions have already been approved as a promising method for enhancing the health of older adults. OBJECTIVE: In this study, we examined whether VR-based group activities can have a positive impact on activity level and group interaction among older adults living in nursing homes...
March 29, 2024: JMIR Serious Games
https://read.qxmd.com/read/38547300/a-pilot-randomised-controlled-trial-comparing-the-effectiveness-of-the-materre180-participatory-tool-including-a-serious-game-versus-an-intervention-including-carbon-footprint-awareness-raising-on-behaviours-among-academia-members-in-france
#32
JOURNAL ARTICLE
Claudia Teran-Escobar, Nicolas Becu, Nicolas Champollion, Nicolas Gratiot, Benoît Hingray, Gérémy Panthou, Isabelle Ruin
BACKGROUND: Activities embedded in academic culture (international conferences, field missions) are an important source of greenhouse gas emissions. For this reason, collective efforts are still needed to lower the carbon footprint of Academia. Serious games are often used to promote ecological transition. Nevertheless, most evaluations of their effects focus on changes in knowledge and not on behaviour. The main objectives of this study are to 1) Evaluate the feasibility of a control and an experimental behaviour change intervention and, 2) Evaluate the fidelity (the extent to which the implementation of the study corresponds to the original design) of both interventions...
2024: PloS One
https://read.qxmd.com/read/38546746/evaluation-of-the-usability-of-a-serious-game-in-virtual-reality-with-a-focus-on-the-perception-and-experience-of-health-professionals-for-motor-rehabilitation-in-children-with-cerebral-palsy
#33
JOURNAL ARTICLE
Fabiana Rita Camara Machado, Guilherme Dos Santos Novak, Sérgio Kakuta Kato, Alcyr Alves de Oliveira
Introduction: Cerebral palsy (CP) is a nonprogressive neuropathological condition that requires lifelong neurocognitive-motor rehabilitation. Evidences indicate that the use of new technologies to assist in rehabilitation processes, such as serious games in virtual reality (VR), have served as adjuncts to therapy and capable of promoting engagement, motivation, and motor activation for these patients. Objective: To investigate the usability of a serious game in VR to help with the stability and balance of the head and trunk of children with CP, focusing on the perception and experience of health professionals...
March 28, 2024: Games for Health
https://read.qxmd.com/read/38541303/othering-older-people-s-housing-gaming-ageing-to-support-future-planning
#34
JOURNAL ARTICLE
Vikki McCall, Alasdair C Rutherford, Alison Bowes, Sadhana Jagannath, Mary Njoki, Martin Quirke, Catherine M Pemble, Melanie Lovatt, Lisa Davison, Katie Maginn, Pat Scrutton, Ro Pengelly, Joan Gibson
The 'othering' of ageing is linked to an integrated process of ageism and hinders planning for the future for both individuals and practitioners delivering housing and health services. This paper aims to explore how creative interventions can help personalise, exchange knowledge and lead to system changes that tackle the 'othering' of ageing. The Designing Homes for Healthy Cognitive Ageing (DesHCA) project offers new and creative insights through an innovative methodology utilising 'serious games' with a co-produced tool called 'Our House' that provides insights into how to deliver housing for older people for ageing well in place...
March 5, 2024: International Journal of Environmental Research and Public Health
https://read.qxmd.com/read/38539182/development-and-effects-of-advanced-cardiac-resuscitation-nursing-education-program-using-web-based-serious-game-application-of-the-ipo-model
#35
JOURNAL ARTICLE
Gyuli Baek, Eunju Lee
BACKGROUND: The significant rise in cardiac arrest cases within hospitals, coupled with a low survival rate, poses a critical health issue. And in most situations, nurses are the first responders. To develop nursing students' competencies in advanced cardiopulmonary resuscitation, systematic and repetitive learner-centered self-directed education that can promote the integration of knowledge and practice is necessary. OBJECTIVES: To develop an advanced cardiopulmonary resuscitation training program using a web-based serious game for nursing students and verifying its efficacy...
March 27, 2024: BMC Nursing
https://read.qxmd.com/read/38533221/promoting-mental-health-in-children-and-adolescents-through-digital-technology-a-systematic-review-and-meta-analysis
#36
Tianjiao Chen, Jingyi Ou, Gege Li, Heng Luo
BACKGROUND: The increasing prevalence of mental health issues among children and adolescents has prompted a growing number of researchers and practitioners to explore digital technology interventions, which offer convenience, diversity, and proven effectiveness in addressing such problems. However, the existing literature reveals a significant gap in comprehensive reviews that consolidate findings and discuss the potential of digital technologies in enhancing mental health. METHODS: To clarify the latest research progress on digital technology to promote mental health in the past decade (2013-2023), we conducted two studies: a systematic review and meta-analysis...
2024: Frontiers in Psychology
https://read.qxmd.com/read/38533047/serious-educational-games-for-children-a-comprehensive-framework
#37
JOURNAL ARTICLE
Afsoon Asadzadeh, Hassan Shahrokhi, Behzad Shalchi, Zhila Khamnian, Peyman Rezaei-Hachesu
INTRODUCTION: Serious educational games are digital games designed to support teaching or learning objectives that have become popular among children. However, a set of principles is needed to develop a successful educational game. Therefore, this study aimed to provide a comprehensive and valid framework for designing children's serious educational games. METHODS: The conceptual framework is developed in two phases. First, a scoping review was conducted in PubMed, Ovid (APA PsycInfo), EMBASE, Scopus, Web of Science, ProQuest, and gray literature on August 1, 2022...
March 30, 2024: Heliyon
https://read.qxmd.com/read/38532490/precision-computerised-cognitive-behavioural-therapy-ccbt-for-adolescents-with-depression-a-pilot-and-feasibility-randomised-controlled-trial-protocol-for-sparx-uk
#38
JOURNAL ARTICLE
K Khan, C L Hall, C Babbage, S Dodzo, C Greenhalgh, M Lucassen, S Merry, K Sayal, K Sprange, K Stasiak, C R Tench, E Townsend, P Stallard, C Hollis
BACKGROUND: A serious game called SPARX (Smart, Positive, Active, Realistic, X-factor thoughts), originally developed in New Zealand and incorporating cognitive behavioural therapy (CBT) principles, has been shown to help reduce symptoms of depression and anxiety in adolescents with mild to moderate depression in studies undertaken in Australasia. However, SPARX has never been trialled in the United Kingdom (UK), and there have been issues relating to low engagement when it has been used in a real-world context...
March 26, 2024: Pilot and Feasibility Studies
https://read.qxmd.com/read/38517466/gamification-of-behavior-change-mathematical-principle-and-proof-of-concept-study
#39
JOURNAL ARTICLE
Falk Lieder, Pin-Zhen Chen, Mike Prentice, Victoria Amo, Mateo Tošić
BACKGROUND: Many people want to build good habits to become healthier, live longer, or become happier but struggle to change their behavior. Gamification can make behavior change easier by awarding points for the desired behavior and deducting points for its omission. OBJECTIVE: In this study, we introduced a principled mathematical method for determining how many points should be awarded or deducted for the enactment or omission of the desired behavior, depending on when and how often the person has succeeded versus failed to enact it in the past...
March 22, 2024: JMIR Serious Games
https://read.qxmd.com/read/38515217/moral-disengagement-and-empathy-in-cyberbullying-how-they-are-related-in-reflection-activities-about-a-serious-game
#40
JOURNAL ARTICLE
Sofia Mateus Francisco, Paula Costa Ferreira, Ana Margarida Veiga Simão, Nádia Salgado Pereira
Cyberbullying is a complex phenomenon with multiple factors involved, both contextual and individual factors, such as moral disengagement and empathy. This study investigated how moral disengagement and empathy could be related, longitudinally in cyberbullying events. Specifically, two gamified tasks (one for empathy and other for moral disengagement) were analyzed. These tasks were developed attending to the specificities of the cyberbullying scenarios presented in a serious game. To accomplish this goal, data from gamified tasks (N = 208), from 4 different moments, were analyzed through multilevel linear modeling...
March 21, 2024: BMC Psychology
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