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https://www.readbyqxmd.com/read/29226227/online-platform-as-a-tool-to-support-postgraduate-training-in-general-practice-a-case-report
#1
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
#2
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
#3
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
#4
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
#5
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
#6
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
https://www.readbyqxmd.com/read/29125783/effectiveness-of-a-smartphone-app-to-increase-parents-knowledge-and-empowerment-in-the-mmr-vaccination-decision-a-randomized-controlled-trial
#7
Marta Fadda, Elisa Galimberti, Maddalena Fiordelli, Luisa Romanò, Alessandro Zanetti, Peter J Schulz
Researchers are trying to build evidence for mhealth effectiveness in various fields. However, no evidence yet is showing the effectiveness of mhealth on parents' attitudes and behavior with regard to recommended vaccination of their children. The aim of this study was to look into the effects of 2 smartphone-based interventions targeting MMR vaccination knowledge and psychological empowerment respectively. The interventions used gamification features and videos in combination with text messages. We conducted a 2x2 between-subject factorial randomized controlled trial (absence/presence of knowledge intervention X absence/presence of empowerment intervention) with parents of young children in Italy...
November 2, 2017: Human Vaccines & Immunotherapeutics
https://www.readbyqxmd.com/read/29119616/when-i-say-%C3%A2-gamification
#8
Allan McDougall
No abstract text is available yet for this article.
November 9, 2017: Medical Education
https://www.readbyqxmd.com/read/29098271/flow-and-grit-by-design-exploring-gamification-in-facilitating-adherence-to-swallowing-therapy
#9
Gabriela Constantinescu, Jana Rieger, Kerry Mummery, William Hodgetts
Purpose: Delivery of swallowing therapy is faced with challenges regarding access to in-clinic services and adherence to prescribed home programs. Mobile health (mHealth) technologies are being developed at a rapid pace to address these difficulties. Whereas some benefits to using these modern tools for therapy are obvious (e.g., electronic reminders), other advantages are not as well understood. One example is the potential for mHealth devices and apps to enhance adherence to treatment regimens...
November 8, 2017: American Journal of Speech-language Pathology
https://www.readbyqxmd.com/read/29096614/-active-team-a-social-and-gamified-app-based-physical-activity-intervention-randomised-controlled-trial-study-protocol
#10
Sarah Edney, Ronald Plotnikoff, Corneel Vandelanotte, Tim Olds, Ilse De Bourdeaudhuij, Jillian Ryan, Carol Maher
BACKGROUND: Physical inactivity is a leading preventable cause of chronic disease and premature death globally, yet over half of the adult Australian population is inactive. To address this, web-based physical activity interventions, which have the potential to reach large numbers of users at low costs, have received considerable attention. To fully realise the potential of such interventions, there is a need to further increase their appeal to boost engagement and retention, and sustain intervention effects over longer periods of time...
November 2, 2017: BMC Public Health
https://www.readbyqxmd.com/read/29095020/-improvement-of-healthy-lifestyle-habits-in-university-students-through-a-gamification-approach
#11
Isaac José Pérez López, Enrique Rivera García, Manuel Delgado-Fernández
INTRODUCTION: Health education is one of the primary tools for health promotion, especially for those that will be responsible for educating on healthy habits in the future. OBJECTIVE: To improve healthy lifestyle habits in university students through an educational intervention based on gamification. METHOD: A cuasiexperimental design of two groups (i.e., experimental groups and control group) with pretest and postest measurements was carried out...
July 28, 2017: Nutrición Hospitalaria: Organo Oficial de la Sociedad Española de Nutrición Parenteral y Enteral
https://www.readbyqxmd.com/read/29060899/unified-health-gamification-can-significantly-improve-well-being-in-corporate-environments
#12
Arash Shahrestani, Pieter Van Gorp, Pascale Le Blanc, Fabrizio Greidanus, Kristel de Groot, Jelle Leermakers
There is a multitude of mHealth applications that aim to solve societal health problems by stimulating specific types of physical activities via gamification. However, physical health activities cover just one of the three World Health Organization (WHO) dimensions of health. This paper introduces the novel notion of Unified Health Gamification (UHG), which covers besides physical health also social and cognitive health and well-being. Instead of rewarding activities in the three WHO dimensions using different mHealth competitions, UHG combines the scores for such activities on unified leaderboards and lets people interact in social circles beyond personal interests...
July 2017: Conference Proceedings: Annual International Conference of the IEEE Engineering in Medicine and Biology Society
https://www.readbyqxmd.com/read/29032184/exploring-young-adult-perspectives-on-the-use-of-gamification-and-social-media-in-a-smartphone-platform-for-improving-vegetable-intake
#13
Monica Marina Nour, Anika Saiyara Rouf, Margaret Allman-Farinelli
Young adults are the poorest consumers of vegetables. Social media and smartphones are frequently used by this demographic and could serve as an engaging medium for nutrition promotion. Five focus groups were conducted to capture participants' perceptions of a theory-based gamified self-monitoring app for improving vegetable intake of young adults. Ranking activities were used to gather feedback on preferences for social media posts. Data arising from group discussion were analysed using NVivo software using a deductive approach to group common ideas into themes...
January 1, 2018: Appetite
https://www.readbyqxmd.com/read/29029234/keeping-education-fresh-not-just-in-microbiology
#14
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...
November 15, 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
#15
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
#16
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
#17
RANDOMIZED CONTROLLED TRIAL
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...
November 1, 2017: JAMA Internal Medicine
https://www.readbyqxmd.com/read/28934624/gamification-of-medication-adherence-in-epilepsy
#18
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
#19
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
#20
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
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