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Gamification

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https://www.readbyqxmd.com/read/29465450/gamification-in-action-theoretical-and-practical-considerations-for-medical-educators
#1
Chrystal Rutledge, Catharine M Walsh, Nathan Swinger, Marc Auerbach, Danny Castro, Maya Dewan, Mona Khattab, Alyssa Rake, Ilana Harwayne-Gidansky, Tia T Raymond, Tensing Maa, Todd P Chang
Gamification involves the application of game design elements to traditionally non-game contexts. It is increasingly being used as an adjunct to traditional teaching strategies in medical education to engage the millennial learner and enhance adult learning. The extant literature has focused on determining whether the implementation of gamification results in better learning outcomes, leading to a dearth of research examining its theoretical underpinnings within the medical education context. The authors define gamification, explore how gamification works within the medical education context using self-determination theory as an explanatory mechanism for enhanced engagement and motivation, and discuss common roadblocks and challenges to implementing gamification...
February 20, 2018: Academic Medicine: Journal of the Association of American Medical Colleges
https://www.readbyqxmd.com/read/29439414/an-iot-based-gamified-approach-for-reducing-occupants-energy-wastage-in-public-buildings
#2
Thanasis G Papaioannou, Nikos Dimitriou, Kostas Vasilakis, Anthony Schoofs, Manolis Nikiforakis, Fabian Pursche, Nikolay Deliyski, Amr Taha, Dimosthenis Kotsopoulos, Cleopatra Bardaki, Sarantis Kotsilitis, Anastasia Garbi
Conserving energy amenable to the activities of occupants in public buildings is a particularly challenging objective that includes associating energy consumption to particular individuals and providing them with incentives to alter their behavior. This paper describes a gamification framework that aims to facilitate achieving greater energy conservation in public buildings. The framework leverages IoT-enabled low-cost devices, to improve energy disaggregation mechanisms that provide energy use and-consequently-wastage information at the device, area and end-user level...
February 10, 2018: Sensors
https://www.readbyqxmd.com/read/29405025/-applying-game-based-learning-in-nursing-education-empathy-board-game-learning
#3
Chueh-Fen Lu, Shu-Mei Wu, Ying-Mei Shu, Mei-Yu Yeh
Attending lectures and reading are two common approaches to acquiring knowledge, while repetitive practice is a common approach to acquiring skills. Nurturing proper attitudes in students is one of the greatest challenges for educators. Health professionals must incorporate empathy into their practice. Creative teaching strategies may offer a feasible approach to enhancing empathy-related competence. The present article focuses on analyzing current, empathy-related curriculums in nursing education in Taiwan, exploring the concepts of empathy and game-based learning, presenting the development of an empathy board game as a teaching aid, and, finally, evaluating the developed education application...
February 2018: Hu Li za Zhi the Journal of Nursing
https://www.readbyqxmd.com/read/29393796/the-quantified-relationship
#4
John Danaher, Sven Nyholm, Brian D Earp
The growth of self-tracking and personal surveillance has given rise to the Quantified Self movement. Members of this movement seek to enhance their personal well-being, productivity, and self-actualization through the tracking and gamification of personal data. The technologies that make this possible can also track and gamify aspects of our interpersonal, romantic relationships. Several authors have begun to challenge the ethical and normative implications of this development. In this article, we build upon this work to provide a detailed ethical analysis of the Quantified Relationship (QR)...
February 2018: American Journal of Bioethics: AJOB
https://www.readbyqxmd.com/read/29385750/design-and-evaluation-of-a-pervasive-coaching-and-gamification-platform-for-young-diabetes-patients
#5
Randy Klaassen, Kim C M Bul, Rieks Op den Akker, Gert Jan van der Burg, Pamela M Kato, Pierpaolo Di Bitonto
Self monitoring, personal goal-setting and coaching, education and social support are strategies to help patients with chronic conditions in their daily care. Various tools have been developed, e.g., mobile digital coaching systems connected with wearable sensors, serious games and patient web portals to personal health records, that aim to support patients with chronic conditions and their caregivers in realizing the ideal of self-management. We describe a platform that integrates these tools to support young patients in diabetes self-management through educational game playing, monitoring and motivational feedback...
January 30, 2018: Sensors
https://www.readbyqxmd.com/read/29373385/leveraging-quick-response-code-technology-to-facilitate-simulation-based-leaderboard-competition
#6
Todd P Chang, Cara B Doughty, Diana Mitchell, Chrystal Rutledge, Marc A Auerbach, Karin Frisell, Priti Jani, David O Kessler, Heather Wolfe, Ralph J MacKinnon, Maya Dewan, Jonathan Pirie, Daniel Lemke, Mona Khattab, Nancy Tofil, Chenthila Nagamuthu, Catharine M Walsh
INTRODUCTION: Leaderboards provide feedback on relative performance and a competitive atmosphere for both self-guided improvement and social comparison. Because simulation can provide substantial quantitative participant feedback, leaderboards can be used, not only locally but also in a multidepartment, multicenter fashion. Quick Response (QR) codes can be integrated to allow participants to access and upload data. We present the development, implementation, and initial evaluation of an online leaderboard employing principles of gamification using points, badges, and leaderboards designed to enhance competition among healthcare providers...
January 25, 2018: Simulation in Healthcare: Journal of the Society for Simulation in Healthcare
https://www.readbyqxmd.com/read/29372067/the-relationship-between-physical-inactivity-and-mental-wellbeing-findings-from-a-gamification-based-community-wide-physical-activity-intervention
#7
Marc Ashley Harris
Mental ill health accounts for 13 per cent of total global disease burden with predictions that depression alone will be the leading cause of disease burden globally by 2030. Poor mental health is consistently associated with deprivation, low income, unemployment, poor education, poorer physical health and increased health-risk behaviour. A plethora of research has examined the relationship between physical activity and mental wellbeing; however, the influence of community-wide gamification-based physical activity interventions on mental wellbeing, to the authors' knowledge, is yet to be explored...
January 2018: Health Psychology Open
https://www.readbyqxmd.com/read/29339346/user-centered-design-of-learn-to-quit-a-smoking-cessation-smartphone-app-for-people-with-serious-mental-illness
#8
Roger Vilardaga, Javier Rizo, Emily Zeng, Julie A Kientz, Richard Ries, Chad Otis, Kayla Hernandez
BACKGROUND: Smoking rates in the United States have been reduced in the past decades to 15% of the general population. However, up to 88% of people with psychiatric symptoms still smoke, leading to high rates of disease and mortality. Therefore, there is a great need to develop smoking cessation interventions that have adequate levels of usability and can reach this population. OBJECTIVE: The objective of this study was to report the rationale, ideation, design, user research, and final specifications of a novel smoking cessation app for people with serious mental illness (SMI) that will be tested in a feasibility trial...
January 16, 2018: JMIR Serious Games
https://www.readbyqxmd.com/read/29338722/development-and-pilot-evaluation-of-a-clinic-based-mhealth-app-referral-service-to-support-adult-cancer-survivors-increase-their-participation-in-physical-activity-using-publicly-available-mobile-apps
#9
Camille E Short, Amy Finlay, Ilea Sanders, Carol Maher
BACKGROUND: Participation in regular physical activity holds key benefits for cancer survivors, yet few cancer survivors meet physical activity recommendations. This study aimed to develop and pilot test a mHealth app referral service aimed at assisting cancer survivors to increase their physical activity. In particular, the study sought to examine feasibility and acceptability of the service and determine preliminary efficacy for physical activity behaviour change. METHODS: A systematic search identified potentially appropriate Apple (iOS) and Android mHealth apps...
January 16, 2018: BMC Health Services Research
https://www.readbyqxmd.com/read/29332751/gamification
#10
D C Craig Liebenson
No abstract text is available yet for this article.
January 2018: Journal of Bodywork and Movement Therapies
https://www.readbyqxmd.com/read/29331247/a-biopsy-of-breast-cancer-mobile-applications-state-of-the-practice-review
#11
G Giunti, D H Giunta, E Guisado-Fernandez, J L Bender, L Fernandez-Luque
BACKGROUND: Breast cancer is the most common cancer in women. The use of mobile software applications for health and wellbeing promotion has grown exponentially in recent years. We systematically reviewed the breast cancer apps available in today's leading smartphone application stores and characterized them based on their features, evidence base and target audiences. METHODS: A cross-sectional study was performed to characterize breast cancer apps from the two major smartphone app stores (iOS and Android)...
February 2018: International Journal of Medical Informatics
https://www.readbyqxmd.com/read/29316643/solving-smart-city-transport-problems-by-designing-carpooling-gamification-schemes-with-multi-agent-systems-the-case-of-the-so-called-mordor-of-warsaw
#12
Robert Olszewski, Piotr Pałka, Agnieszka Turek
To reduce energy consumption and improve residents' quality of life, "smart cities" should use not only modern technologies, but also the social innovations of the "Internet of Things" (IoT) era. This article attempts to solve transport problems in a smart city's office district by utilizing gamification that incentivizes the carpooling system. The goal of the devised system is to significantly reduce the number of cars, and, consequently, to alleviate traffic jams, as well as to curb pollution and energy consumption...
January 6, 2018: Sensors
https://www.readbyqxmd.com/read/29279929/gamification-shows-promise-in-motivating-physical-activity
#13
Anita Slomski
No abstract text is available yet for this article.
December 26, 2017: JAMA: the Journal of the American Medical Association
https://www.readbyqxmd.com/read/29246769/impact-of-a-non-small-cell-lung-cancer-educational-program-for-interdisciplinary-teams
#14
Septimiu Murgu, Robb Rabito, Greg Lasko, Chad Jackson, Mari Mino-Kenudson, David S Ettinger, Suresh S Ramalingam, Eric S Edell
BACKGROUND: Successful implementation of non-small cell lung cancer (NSCLC) evidence-based guideline recommendations requires effective educational programs that target all clinicians from interdisciplinary teams. This study describes and evaluates the EnGAging an Interdisciplinary Team for NSCLC (GAIN 3.0) experiential learning-based educational curriculum. METHODS: GAIN 3.0 was designed to enhance interdisciplinary collaboration for effective NSCLC diagnosis, assessment, and treatment...
December 12, 2017: Chest
https://www.readbyqxmd.com/read/29226227/online-platform-as-a-tool-to-support-postgraduate-training-in-general-practice-a-case-report
#15
Lorena Dini, Claire Galanski, Susanne Döpfmer, Sabine Gehrke-Beck, Gudrun Bayer, Martin Boeckle, Isabel Micheel, Jasminko Novak, Christoph Heintze
Objective: Physicians in postgraduate training (PPT) in General Practice (GP) typically have very little interaction with their peers, as there is usually only one resident physician working in their respective department or GP office at a given time. Therefore, the online platform KOLEGEA, presented here, aims to support postgraduate training in general practice (PT in GP) in Germany through virtual interaction. Methodology: In 2012, the interdisciplinary research project KOLEGEA set up an online platform that any physicians in PT in GP can use for free after registration with their unitary continuous education number (Einheitliche Fortbildungsnummer, EFN)...
2017: GMS Journal for Medical Education
https://www.readbyqxmd.com/read/29180148/game-on-the-gamification-of-the-pharmacy-classroom
#16
REVIEW
Leah Sera, Erin Wheeler
BACKGROUND: Gamification is the use of game mechanics to promote engagement and enjoyment of problem-solving in non-game situations. Gamification has been used widely in recent years in industry and academia as a tool for training and education. OBJECTIVE: The aims of this paper are to provide an overview of gamification and digital game-based learning (DGBL), review the use of digital games in health professional education, and provide suggestions for future use in pharmacy curricula...
January 2017: Currents in Pharmacy Teaching & Learning
https://www.readbyqxmd.com/read/29167090/attrition-from-web-based-cognitive-testing-a-repeated-measures-comparison-of-gamification-techniques
#17
Jim Lumsden, Andy Skinner, David Coyle, Natalia Lawrence, Marcus Munafo
BACKGROUND: The prospect of assessing cognition longitudinally and remotely is attractive to researchers, health practitioners, and pharmaceutical companies alike. However, such repeated testing regimes place a considerable burden on participants, and with cognitive tasks typically being regarded as effortful and unengaging, these studies may experience high levels of participant attrition. One potential solution is to gamify these tasks to make them more engaging: increasing participant willingness to take part and reducing attrition...
November 22, 2017: Journal of Medical Internet Research
https://www.readbyqxmd.com/read/29159006/the-sound-games-introducing-gamification-into-stanford-s-orientation-on-emergency-ultrasound
#18
Viveta Lobo, Andrew Q Stromberg, Peter Rosston
Point-of-care ultrasound is a critical component of graduate medical training in emergency medicine. Innovation in ultrasound teaching methods is greatly needed to keep up with a changing medical landscape. A field-wide trend promoting simulation and technology-enhanced learning is underway in an effort to improve patient care, as well as patient safety. In an effort to both motivate students and increase their skill retention, training methods are shifting towards a friendly competition model and are gaining popularity nationwide...
September 18, 2017: Curēus
https://www.readbyqxmd.com/read/29156111/utilizing-gamification-to-foster-leadership-competency-development
#19
Adam R Cebulski
This chapter introduces gamification and a model for utilizing game design elements for leadership competency development.
December 2017: New Directions for Student Leadership
https://www.readbyqxmd.com/read/29131493/gaming-to-improve-vision-21st-century-self-monitoring-for-patients-with-age-related-macular-degeneration
#20
Hessom Razavi, Elizabeth Baglin, Pyrawy Sharangan, Emily Caruso, Nicole Tindill, Susan Griffin, Robyn Guymer
IMPORTANCE: Improved vision self-monitoring tools are required for people at risk of neovascular complications from age related macular degeneration (AMD). BACKGROUND: to report the self-monitoring habits of participants with intermediate AMD using the Amsler grid chart, and the use of personal electronic devices and gameplay in this over 50 year old cohort. DESIGN: single-centre descriptive study carried out at the Centre for Eye Research (CERA), Melbourne, Australia...
November 13, 2017: Clinical & Experimental Ophthalmology
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