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https://www.readbyqxmd.com/read/29029234/keeping-education-fresh-not-just-in-microbiology
#1
Beatrix Fahnert
Innovative practice from around the globe, addressing a range of recent educational themes and trends, was published in the FEMS Microbiology Letters virtual Thematic Issue ''Keeping Education Fresh' in October 2017. Its thought-provoking content is reviewed here to more directly facilitate reflections and discussions in the professional community. The focus is on best practice approaches when enhancing student engagement, how to adjust those to the diversity of learners, learning situations and infrastructures, and to a broad range of subjects...
October 4, 2017: FEMS Microbiology Letters
https://www.readbyqxmd.com/read/28990011/how-gamification-affects-physical-activity-large-scale-analysis-of-walking-challenges-in-a-mobile-application
#2
Ali Shameli, Tim Althoff, Amin Saberi, Jure Leskovec
Gamification represents an effective way to incentivize user behavior across a number of computing applications. However, despite the fact that physical activity is essential for a healthy lifestyle, surprisingly little is known about how gamification and in particular competitions shape human physical activity. Here we study how competitions affect physical activity. We focus on walking challenges in a mobile activity tracking application where multiple users compete over who takes the most steps over a predefined number of days...
April 2017: Proceedings of the International World-Wide Web Conference
https://www.readbyqxmd.com/read/28973152/it-s-all-in-the-game-the-uses-of-gamification-to-motivate-behavior-change
#3
Ichiro Kawachi
No abstract text is available yet for this article.
October 2, 2017: JAMA Internal Medicine
https://www.readbyqxmd.com/read/28973115/effect-of-a-game-based-intervention-designed-to-enhance-social-incentives-to-increase-physical-activity-among-families-the-be-fit-randomized-clinical-trial
#4
Mitesh S Patel, Emelia J Benjamin, Kevin G Volpp, Caroline S Fox, Dylan S Small, Joseph M Massaro, Jane J Lee, Victoria Hilbert, Maureen Valentino, Devon H Taylor, Emily S Manders, Karen Mutalik, Jingsan Zhu, Wenli Wang, Joanne M Murabito
Importance: Gamification, the application of game design elements such as points and levels in nongame contexts, is often used in digital health interventions, but evidence on its effectiveness is limited. Objective: To test the effectiveness of a gamification intervention designed using insights from behavioral economics to enhance social incentives within families to increase physical activity. Design, Setting, and Participants: The Behavioral Economics Framingham Incentive Trial (BE FIT) was a randomized clinical trial with a 12-week intervention period and a 12-week follow-up period...
October 2, 2017: JAMA Internal Medicine
https://www.readbyqxmd.com/read/28934624/gamification-of-medication-adherence-in-epilepsy
#5
REVIEW
Mohammad Izzat Abdul Rahim, Rhys Huw Thomas
Adherence to medication regimens is a crucial factor in seizure-freedom and well-being for people with epilepsy. In contrast, taking medication inconsistently increases the risk of not only seizures and their adverse effects, but drug side-effects and unnecessary modifications to treatment plans. Epilepsy is prevalent across all age groups and we have been slow to utilise both the technologies and psychologies derived from computer gaming. Gaming has broken through to the mainstream and is no longer the preserve of younger males, mirroring the adoption of smart-phones...
September 14, 2017: Seizure: the Journal of the British Epilepsy Association
https://www.readbyqxmd.com/read/28898959/cognitive-training-using-a-novel-memory-game-on-an-ipad-in-patients-with-amnestic-mild-cognitive-impairment-amci
#6
George Savulich, Thomas Piercy, Chris Fox, John Suckling, James B Rowe, John T O'Brien, Barbara J Sahakian
Background: Cognitive training is effective in patients with mild cognitive impairment but does not typically address the motivational deficits associated with older populations with memory difficulties. Methods: We conducted a randomized controlled trial of cognitive training using a novel memory game on an iPad in 42 patients with a diagnosis of amnestic mild cognitive impairment assigned to either the cognitive training (n=21; 8 hours of gameplay over 4 weeks) or control (n=21; clinic visits as usual) groups...
August 1, 2017: International Journal of Neuropsychopharmacology
https://www.readbyqxmd.com/read/28886734/promoting-physical-activity-in-worksite-settings-results-of-a-german-pilot-study-of-the-online-intervention-healingo-fit
#7
Kevin Dadaczynski, Stephan Schiemann, Olaf Backhaus
BACKGROUND: Worldwide, one third of the adult population is insufficiently physically active. This fact has led to a strong demand for public health initiatives. Given the mixed evidence on the effectiveness of worksite interventions promoting physical activity (PA), a pedometer-based and gamified intervention, Healingo Fit, was developed and evaluated over a period of six weeks. METHODS: The effectiveness of Healingo Fit was evaluated as part of a randomized controlled trial (RCT) with two measurement points involving employees of an automobile manufacturer...
September 8, 2017: BMC Public Health
https://www.readbyqxmd.com/read/28873860/applying-game-thinking-to-slips-trips-and-falls-prevention
#8
Paul Dewick, Emma Stanmore
Gamification is about the way in which 'game thinking' can engage participants and change behaviours in real, non-game contexts. This paper explores how game thinking can be applied to help prevent slips, trips and falls (STF), which are the largest cause of accidental death in older people across Europe. The paper contributes to the assistive technology, digital health and computer science/human behaviour communities by responding to a gap in the literature for papers detailing the innovation process of developing interventions to improve health and quality of life...
2017: Studies in Health Technology and Informatics
https://www.readbyqxmd.com/read/28873842/development-of-a-robotic-system-for-enhancing-children-s-motivation-in-constraint-induced-movement-therapy-cimt
#9
Pavlina Psychouli, Pericles Cheng, Christos Dimopoulos
This paper presents a novel robotic system, which aims to enhance children's motivation through the gamification of the CIMT process. The system offers adjustability of the required movement skills, ensuring children will put increasingly more effort to achieve the rehabilitation goal, while keeping the task fun and engaging.
2017: Studies in Health Technology and Informatics
https://www.readbyqxmd.com/read/28857576/an-app-based-blended-intervention-to-reduce-body-dissatisfaction-a-randomized-controlled-pilot-study
#10
Ines Kollei, Christian Aljoscha Lukas, Sabine Loeber, Matthias Berking
OBJECTIVE: As a common experience in the general population, dissatisfaction with one's body is associated with a variety of psychological problems and unhealthy behaviors, including the development of eating disorders. Therefore, the purpose of the present study was to develop and evaluate an app-based intervention to reduce body dissatisfaction. METHOD: Participants reporting elevated levels of body dissatisfaction were randomly allocated to an app-based intervention (n = 26) or to a wait list group (n = 27)...
August 31, 2017: Journal of Consulting and Clinical Psychology
https://www.readbyqxmd.com/read/28854339/improving-the-safety-and-functionality-of-an-artificial-pancreas-system-for-use-in-younger-children-input-from-parents-and-physicians
#11
Rachel Gildersleeve, Sara L Riggs, Daniel R Cherñavvsky, Marc D Breton, Mark D DeBoer
BACKGROUND: Artificial pancreas (AP) systems have initially been designed for and tested in teens and adults, but there is evidence that an AP system with additional support and safety systems could greatly benefit younger children with type 1 diabetes (T1D). SUBJECTS AND METHODS: Five pediatric endocrinologists and 15 parents of children aged 5-8 years with T1D participated in a total of four focus groups. Focus groups investigated current diabetes technology use and acceptance, as well as possible modifications to the current adult AP system, which would allow for safe and successful use in younger children...
August 30, 2017: Diabetes Technology & Therapeutics
https://www.readbyqxmd.com/read/28834805/using-gamification-to-improve-productivity-and-increase-knowledge-retention-during-orientation
#12
Stacey Brull, Susan Finlayson, Teresa Kostelec, Ryan MacDonald, Dina Krenzischeck
BACKGROUND: Nursing administrators must provide cost-effective and efficient ways of orientation training. Traditional methods including classroom lecture can be costly with low retention of the information. Gamification engages the user, provides a level of enjoyment, and uses critical thinking skills. PURPOSE: The aim of this study is to explore the effectiveness, during orientation, of 3 different teaching methods: didactic, online modules, and gamification. Specifically, is there a difference in nurses' clinical knowledge postorientation using these learning approaches? METHODS: A quasi-experimental study design with a 115-person convenience sample split nurses into 3 groups for evaluation of clinical knowledge before and after orientation...
September 2017: Journal of Nursing Administration
https://www.readbyqxmd.com/read/28817476/gamification-of-nursing-education-with-digital-badges
#13
Meagan White, Teresa Shellenbarger
Digital badges (DBs) serve as an innovative approach to gamifying nursing education by engaging socially connected, technologically savvy nursing students in learning. Because assessment and credentialing mechanisms are housed and managed online, DBs are designed as visible indicators of accomplishment and skill. This article describes important considerations for faculty when incorporating game-based pedagogies such as DB into nursing education and identifies potential pitfalls with DB use that faculty should consider...
August 16, 2017: Nurse Educator
https://www.readbyqxmd.com/read/28768606/the-potential-of-mobile-apps-for-improving-asthma-self-management-a-review-of-publicly-available-and-well-adopted-asthma-apps
#14
Peter Tinschert, Robert Jakob, Filipe Barata, Jan-Niklas Kramer, Tobias Kowatsch
BACKGROUND: Effective disease self-management lowers asthma's burden of disease for both individual patients and health care systems. In principle, mobile health (mHealth) apps could enable effective asthma self-management interventions that improve a patient's quality of life while simultaneously reducing the overall treatment costs for health care systems. However, prior reviews in this field have found that mHealth apps for asthma lack clinical evaluation and are often not based on medical guidelines...
August 2, 2017: JMIR MHealth and UHealth
https://www.readbyqxmd.com/read/28716771/an-intervention-using-gamification-to-increase-human-immunodeficiency-virus-and-sexually-transmitted-infection-screening-among-young-men-who-have-sex-with-men-in-california-rationale-and-design-of-stick-to-it
#15
Christopher M Mejia, Daniel Acland, Raluca Buzdugan, Reva Grimball, Lauren Natoli, Mark R McGrath, Jeffrey D Klausner, Sandra I McCoy
BACKGROUND: In the United States, young men who have sex with men (YMSM) remain disproportionately affected by human immunodeficiency virus (HIV) and other sexually transmitted infections (STIs). Although routine HIV/STI screening is pivotal to the timely diagnosis of HIV and STIs, initiation of appropriate treatment, and reduced onward disease transmission, repeat screening is underused. Novel interventions that incorporate elements of games, an approach known as gamification, have the potential to increase routinization of HIV/STI screening among YMSM...
July 17, 2017: JMIR Research Protocols
https://www.readbyqxmd.com/read/28692490/the-future-of-digital-games-for-hiv-prevention-and-care
#16
Lisa B Hightow-Weidman, Kathryn E Muessig, José A Bauermeister, Sara LeGrand, Lynn E Fiellin
PURPOSE OF REVIEW: Although there has been a significant increase in mHealth interventions addressing the HIV prevention and care continuum, interventions using game mechanics have been less explored. Digital games are rapidly becoming an important tool for improving health behaviors and supporting the delivery of care and education. The purpose of this review is to provide a historical context for the use of gamification and videogames (including those using virtual reality) used in technology-based HIV interventions and to review new research in the field...
September 2017: Current Opinion in HIV and AIDS
https://www.readbyqxmd.com/read/28691854/impact-of-gamification-of-vision-tests-on-the-user-experience
#17
Lakshmi Bodduluri, Mei Ying Boon, Malcolm Ryan, Stephen J Dain
OBJECTIVE: Gamification has been incorporated into vision tests and vision therapies in the expectation that it may increase the user experience and engagement with the task. The current study aimed to understand how gamification affects the user experience, specifically during the undertaking of psychophysical tasks designed to estimate vision thresholds (chromatic and achromatic contrast sensitivity). METHODS: Three tablet computer-based games were developed with three levels of gaming elements...
July 10, 2017: Games for Health
https://www.readbyqxmd.com/read/28674661/design-process-and-preliminary-psychometric-study-of-a-video-game-to-detect-cognitive-impairment-in-senior-adults
#18
Sonia Valladares-Rodriguez, Roberto Perez-Rodriguez, David Facal, Manuel J Fernandez-Iglesias, Luis Anido-Rifon, Marcos Mouriño-Garcia
INTRODUCTION: Assessment of episodic memory has been traditionally used to evaluate potential cognitive impairments in senior adults. Typically, episodic memory evaluation is based on personal interviews and pen-and-paper tests. This article presents the design, development and a preliminary validation of a novel digital game to assess episodic memory intended to overcome the limitations of traditional methods, such as the cost of its administration, its intrusive character, the lack of early detection capabilities, the lack of ecological validity, the learning effect and the existence of confounding factors...
2017: PeerJ
https://www.readbyqxmd.com/read/28592397/gamification-in-stress-management-apps-a-critical-app-review
#19
Alexandra Hoffmann, Corinna A Christmann, Gabriele Bleser
BACKGROUND: In today's society, stress is more and more often a cause of disease. This makes stress management an important target of behavior change programs. Gamification has been suggested as one way to support health behavior change. However, it remains unclear to which extend available gamification techniques are integrated in stress management apps, and if their occurrence is linked to the use of elements from behavior change theory. OBJECTIVE: The aim of this study was to investigate the use of gamification techniques in stress management apps and the cooccurrence of these techniques with evidence-based stress management methods and behavior change techniques...
June 7, 2017: JMIR Serious Games
https://www.readbyqxmd.com/read/28545826/gamified-twitter-microblogging-to-support-resident-preparation-for-the-american-board-of-surgery-in-service-training-examination
#20
Laura C Lamb, Monica M DiFiori, Vijay Jayaraman, Brian D Shames, James M Feeney
OBJECTIVE: We sought to determine if a daily gamified microblogging project improves American Board of Surgery In-Service Training Examination (ABSITE) scores for participants. DESIGN: In July 2016, we instituted a gamified microblogging project using Twitter as the platform and modified questions from one of several available question banks. A question of the day was posted at 7-o׳clock each morning, Monday through Friday. Respondents were awarded points for speed, accuracy, and contribution to discussion topics...
May 22, 2017: Journal of Surgical Education
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