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https://www.readbyqxmd.com/read/29784634/evaluation-of-app-based-serious-gaming-as-a-training-method-in-teaching-chest-tube-insertion-to-medical-students-randomized-controlled-trial
#1
Patrick Haubruck, Felix Nickel, Julian Ober, Tilman Walker, Christian Bergdolt, Mirco Friedrich, Beat Peter Müller-Stich, Franziska Forchheim, Christian Fischer, Gerhard Schmidmaier, Michael C Tanner
BACKGROUND: The insertion of a chest tube should be as quick and accurate as possible to maximize the benefit and minimize possible complications for the patient. Therefore, comprehensive training and assessment before an emergency situation are essential for proficiency in chest tube insertion. Serious games have become more prevalent in surgical training because they enable students to study and train a procedure independently, and errors made have no effect on patients. However, up-to-date evidence regarding the effect of serious games on performance in procedures in emergency medicine remains scarce...
May 21, 2018: Journal of Medical Internet Research
https://www.readbyqxmd.com/read/29784258/an-analysis-of-the-anxiety-levels-of-mothers-who-participate-in-education-and-therapeutic-games-about-their-children-s-surgeries
#2
Esra Tural Buyuk, Bahire Bolişik
PURPOSE: The aim of this study was to determine the effect of education and therapeutic games on the postoperative anxiety level of mothers who participated in education and therapeutic games with their children. DESIGN: This study used a quasi-experimental method. METHODS: The study sample consisted of 300 mothers. Data were collected using a questionnaire on the sociodemographic characteristics of the parents and the State and Trait Anxiety Inventory (STAI) for others...
June 2018: Journal of Perianesthesia Nursing: Official Journal of the American Society of PeriAnesthesia Nurses
https://www.readbyqxmd.com/read/29780310/mobile-software-as-a-medical-device-samd-for-the-treatment-of-epilepsy-development-of-digital-therapeutics-comprising-behavioral-and-music-based-interventions-for-neurological-disorders
#3
Pegah Afra, Carol S Bruggers, Matthew Sweney, Lilly Fagatele, Fareeha Alavi, Michael Greenwald, Merodean Huntsman, Khanhly Nguyen, Jeremiah K Jones, David Shantz, Grzegorz Bulaj
Digital health technologies for people with epilepsy (PWE) include internet-based resources and mobile apps for seizure management. Since non-pharmacological interventions, such as listening to specific Mozart's compositions, cognitive therapy, psychosocial and educational interventions were shown to reduce epileptic seizures, these modalities can be integrated into mobile software and delivered by mobile medical apps as digital therapeutics. Herein, we describe: (1) a survey study among PWE about preferences to use mobile software for seizure control, (2) a rationale for developing digital therapies for epilepsy, (3) creation of proof-of-concept mobile software intended for use as an adjunct digital therapeutic to reduce seizures, and (4) broader applications of digital therapeutics for the treatment of epilepsy and other chronic disorders...
2018: Frontiers in Human Neuroscience
https://www.readbyqxmd.com/read/29725559/trapped-as-a-group-escape-as-a-team-applying-gamification-to-incorporate-team-building-skills-through-an-escape-room-experience
#4
Xiao Chi Zhang, Hyunjoo Lee, Carlos Rodriguez, Joshua Rudner, Teresa M Chan, Dimitrios Papanagnou
Teamwork, a skill critical for quality patient care, is recognized as a core competency by the Accreditation Council for Graduate Medical Education (ACGME). To date, there is no consensus on how to effectively teach these skills in a forum that engages learners, immerses members in life-like activities, and builds both trust and rapport. Recreational 'Escape Rooms' have gained popularity in creating a life-like environment that rewards players for working together, solving puzzles, and completing successions of mind-bending tasks in order to effectively 'escape the room' in the time allotted...
March 2, 2018: Curēus
https://www.readbyqxmd.com/read/29724705/recommendations-for-the-development-of-a-mobile-hiv-prevention-intervention-for-men-who-have-sex-with-men-and-hijras-in-mumbai-qualitative-study
#5
Shruta Rawat, J Michael Wilkerson, Sylvia M Lawler, Pallav Patankar, B R Simon Rosser, Kanjani Shukla, Seyram Butame, Maria L Ekstrand
BACKGROUND: As Internet and mobile phone use expands in India, there is an opportunity to develop mobile health (mHealth) interventions for marginalized populations, including men who have sex with men (MSM) and hijras (transgender women), hesitant to access traditional health care systems. OBJECTIVE: The purpose of this study was to determine if an mHealth intervention was acceptable to MSM and hijras living in Mumbai, and if so, what features would be useful in targeting the prevention of HIV acquisition and to increase the quality of life among persons living with HIV/AIDS...
May 3, 2018: JMIR Public Health and Surveillance
https://www.readbyqxmd.com/read/29712626/a-gamified-smartphone-app-to-support-engagement-in-care-and-medication-adherence-for-hiv-positive-young-men-who-have-sex-with-men-allyquest-development-and-pilot-study
#6
Lisa Hightow-Weidman, Kathryn Muessig, Kelly Knudtson, Mala Srivatsa, Ellena Lawrence, Sara LeGrand, Anna Hotten, Sybil Hosek
BACKGROUND: HIV disproportionately impacts young men who have sex with men (YMSM) who experience disparities across the HIV care continuum. Addressing antiretroviral therapy (ART) adherence among YMSM is an urgent public health priority. Technology-based interventions-particularly mobile health platforms-can provide tailored adherence interventions and allow YMSM to engage and connect with others. OBJECTIVE: The objective of this study was to describe the development of AllyQuest, a novel, theoretically-based, smartphone app designed to improve engagement in care and ART adherence and social support among HIV-positive YMSM...
April 30, 2018: JMIR Public Health and Surveillance
https://www.readbyqxmd.com/read/29707530/shape-up-and-eat-right-families-pilot-program-feasibility-of-a-weight-management-shared-medical-appointment-model-in-african-americans-with-obesity-at-an-urban-academic-medical-center
#7
Gitanjali Srivastava, Kenya D Palmer, Kathy A Ireland, Ashley C McCarthy, Kate E Donovan, Aaron J Manders, Juhee McDougal, Carine M Lenders, Caroline M Apovian
Objectives: Disparities in obesity care exist among African-American children and adults. We sought to test the feasibility of a pilot program, a 1-year family-based intervention for African-American families with obesity [shape up and eat right (SUPER)], adopting the shared medical appointment model (SMA) at an urban safety net hospital. Outcomes: Primary outcomes: (1) family attendance rate and (2) program satisfaction. Secondary outcomes: change in body mass index (BMI), eating behaviors, and sedentary activity...
2018: Frontiers in Pediatrics
https://www.readbyqxmd.com/read/29686977/a-prototype-exercise-empowerment-mobile-video-game-for-children-with-cancer-and-its-usability-assessment-developing-digital-empowerment-interventions-for-pediatric-diseases
#8
Carol S Bruggers, Sabrina Baranowski, Mathew Beseris, Rachel Leonard, Derek Long, Elizabeth Schulte, Ashton Shorter, Rowan Stigner, Clinton C Mason, Alisa Bedrov, Ian Pascual, Grzegorz Bulaj
Background: Medical advances continue to improve morbidity and mortality of serious pediatric diseases, including cancer, driving research addressing diminished physical and psychological quality of life in children with these chronic conditions. Empowerment enhances resilience and positively influences health, disease, and therapy understanding. We describe the development and usability assessment of a prototype Empower Stars! mobile video game grounded in behavioral and exercise theories with the purpose of coupling physical exercise with empowerment over disease in children with cancer...
2018: Frontiers in Pediatrics
https://www.readbyqxmd.com/read/29676524/sonogames-effect-of-an-innovative-competitive-game-on-the-education-perception-and-use-of-point-of-care-ultrasound
#9
Andrew S Liteplo, Kristin Carmody, Matt J Fields, Rachel B Liu, Resa E Lewiss
OBJECTIVES: Gamification is a powerful tool in medical education. SonoGames is a competitive games-based event designed to educate and inspire emergency medicine (EM) residents about point-of-care ultrasound. We sought to describe: (1) the perceived effectiveness of a competitive event on both immediate learning and long-term education; and (2) the resultant attitudes of participants and program directors regarding ultrasound training. METHODS: The SonoGames Organizational Committee designed 2 surveys: 1 for SonoGames V EM resident participants and a second for EM program directors...
April 20, 2018: Journal of Ultrasound in Medicine: Official Journal of the American Institute of Ultrasound in Medicine
https://www.readbyqxmd.com/read/29622527/epic-allies-a-gamified-mobile-phone-app-to-improve-engagement-in-care-antiretroviral-uptake-and-adherence-among-young-men-who-have-sex-with-men-and-young-transgender-women-who-have-sex-with-men-protocol-for-a-randomized-controlled-trial
#10
Sara LeGrand, Kathryn E Muessig, Alyssa Platt, Karina Soni, Joseph R Egger, Nkechinyere Nwoko, Tobias McNulty, Lisa B Hightow-Weidman
BACKGROUND: In the United States, young men who have sex with men (YMSM) and transgender women who have sex with men (YTWSM) bear a disproportionate burden of prevalent and incident HIV infections. Once diagnosed, many YMSM and YTWSM struggle to engage in HIV care, adhere to antiretroviral therapy (ART), and achieve viral suppression. Computer-based interventions, including those focused on behavior change, are recognized as effective tools for engaging youth. OBJECTIVE: The purpose of the study described in this protocol is to evaluate the efficacy of Epic Allies, a theory-based mobile phone app that utilizes game mechanics and social networking features to improve engagement in HIV care, ART uptake, ART adherence, and viral suppression among HIV-positive YMSM and YTWSM...
April 5, 2018: JMIR Research Protocols
https://www.readbyqxmd.com/read/29549206/effectiveness-of-serious-games-and-impact-of-design-elements-on-engagement-and-educational-outcomes-in-healthcare-professionals-and-students-a-systematic-review-and-meta-analysis-protocol
#11
Marc-André Maheu-Cadotte, Sylvie Cossette, Véronique Dubé, Guillaume Fontaine, Tanya Mailhot, Patrick Lavoie, Alexis Cournoyer, Fabio Balli, Gabrielle Mathieu-Dupuis
INTRODUCTION: Serious games (SGs) are interactive and entertaining digital software with an educational purpose. They engage the learner by proposing challenges and through various design elements (DEs; eg, points, difficulty adaptation, story). Recent reviews suggest the effectiveness of SGs in healthcare professionals' and students' education is mixed. This could be explained by the variability in their DEs, which has been shown to be highly variable across studies. The aim of this systematic review is to identify, appraise and synthesise the best available evidence regarding the effectiveness of SGs and the impact of DEs on engagement and educational outcomes of healthcare professionals and students...
March 16, 2018: BMJ Open
https://www.readbyqxmd.com/read/29519776/mobile-technology-in-e-learning-for-undergraduate-medical-education-on-emergent-otorhinolaryngology-head-and-neck-surgery-disorders-pilot-randomized-controlled-trial
#12
Li-Ang Lee, Shu-Ling Wang, Yi-Ping Chao, Ming-Shao Tsai, Li-Jen Hsin, Chung-Jan Kang, Chia-Hsiang Fu, Wei-Chieh Chao, Chung-Guei Huang, Hsueh-Yu Li, Cheng-Keng Chuang
BACKGROUND: The use of mobile technology in e-learning (M-TEL) can add new levels of experience and significantly increase the attractiveness of e-learning in medical education. Whether an innovative interactive e-learning multimedia (IM) module or a conventional PowerPoint show (PPS) module using M-TEL to teach emergent otorhinolaryngology-head and neck surgery (ORL-HNS) disorders is feasible and efficient in undergraduate medical students is unknown. OBJECTIVE: The aim of this study was to compare the impact of a novel IM module with a conventional PPS module using M-TEL for emergent ORL-HNS disorders with regard to learning outcomes, satisfaction, and learning experience...
March 8, 2018: JMIR Medical Education
https://www.readbyqxmd.com/read/29505080/escape-room-recruitment-event-description-and-lessons-learned
#13
Liane Connelly, Beth E Burbach, Colleen Kennedy, Lisa Walters
BACKGROUND: The U.S. nursing workforce is facing a severe shortage of professionals due to an anticipated retirement of more than 500,000 RNs in the next 5 years. METHOD: An Escape to Nursing event was created and delivered in a rural medical center college of nursing in the spring of 2017. This faculty team developed four distinct rooms that were designed with key nursing concepts and patient health conditions. Recruits worked in teams to solve the patient health care puzzle, which then enabled them to proceed to the next room...
March 1, 2018: Journal of Nursing Education
https://www.readbyqxmd.com/read/29484576/a-subjective-assessment-of-the-prevalence-and-factors-associated-with-poor-sleep-quality-amongst-elite-japanese-athletes
#14
Masako Hoshikawa, Sunao Uchida, Yuichi Hirano
BACKGROUND: The amount, quality, and timing of sleep are considered important for athletes' ability to train, maximize training responses, and recover. However, some research has shown that elite athletes do not obtain sufficient sleep. Based on this background, researchers recently started to assess and manage sleep in elite athletes. The purpose of this study was to clarify the prevalence of poor sleep quality and its associated factors amongst elite Japanese athletes. METHODS: Eight hundred and ninety-one candidates for the 17th Asian Games Incheon 2014, who were over 20 years old, participated in this study...
February 26, 2018: Sports Medicine—Open
https://www.readbyqxmd.com/read/29465450/gamification-in-action-theoretical-and-practical-considerations-for-medical-educators
#15
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/29457760/a-systematic-review-of-serious-games-in-medical-education-quality-of-evidence-and-pedagogical-strategy
#16
Iouri Gorbanev, Sandra Agudelo-Londoño, Rafael A González, Ariel Cortes, Alexandra Pomares, Vivian Delgadillo, Francisco J Yepes, Óscar Muñoz
INTRODUCTION: The literature shows an optimistic landscape for the effectiveness of games in medical education. Nevertheless, games are not considered mainstream material in medical teaching. Two research questions that arise are the following: What pedagogical strategies do developers use when creating games for medical education? And what is the quality of the evidence on the effectiveness of games? METHODS: A systematic review was made by a multi-disciplinary team of researchers following the Cochrane Collaboration Guidelines...
December 2018: Medical Education Online
https://www.readbyqxmd.com/read/29424058/a-realistic-evaluation-approach-highlighted-the-success-factors-and-difficulties-of-an-innovative-and-comprehensive-malnutrition-programme-in-madagascar
#17
Margot Magnin, Emilien Jeannot, Rajaobelina Voahangy, Beat Stoll
AIM: Malnutrition has multiple causes, not just a lack of calories. We explored the successes and barriers of an innovative, comprehensive programme in Madagascar that educated mothers in particular about nutrition. METHODS: The outpatient programme in Antananarivo treats 2400 malnourished children from 6 to 59 months each year. The 35-day programme comprises health checks, cooking demonstrations, the distribution of enriched flour supplements and two food-related games that are called Nutricartes and are based on boards and picture cards...
February 9, 2018: Acta Paediatrica
https://www.readbyqxmd.com/read/29405194/-the-significance-of-student-competitions-for-the-development-of-motivation-for-education-and-the-acquisition-of-professional-competences-in-the-students-the-department-of-forensic-medical-expertise-of-the-sechenovsky-university
#18
Yu I Pigolkin, Yu V Lomakin, E N Leonova
Russia joined the Bologna process in 2003 and since that time has become integrated into the unified European educational space. The key element of the new form of the higher education process is the self-guided unsupervised work of the students. Motivation is needed to promote the involvement of the students in the educational process which implies the necessity of the goal-oriented initiative for the acquisition of professional knowledge and practical experience in the field of forensic medicine. To achieve this goal, the Department of Forensic Medicine of I...
2018: Sudebno-meditsinskaia Ekspertiza
https://www.readbyqxmd.com/read/29386170/a-social-media-based-acute-alcohol-consumption-behavior-neknomination-case-series-in-italian-emergency-departments
#19
Stefania Barbieri, Paolo Feltracco, Vittorio Lucchetta, Rosa Maria Gaudio, Alberto Tredese, Mauro Bergamini, Gianna Vettore, Vincenzo Pietrantonio, Francesco Maria Avato, Daniele Donato, Deris Gianni Boemo, Maria Vittoria Nesoti, Rossella Snenghi
BACKGROUND: NekNomination, also known as NekNominate, Neck and Nominate, or Neck Nomination, is a social network-based drinking game which is thought to have originated in Australia and spread all over the world between 2013 and 2014. Individuals record videos of themselves while rapidly drinking excessive quantities of alcoholic drinks (necking) and then nominate friends to outdo them within 24 hours; the videos are then posted on social media such as Facebook or YouTube. The consequences of this drinking game have been very dangerous; at least 5 people under age 30 years have died after drinking deadly cocktails, and many others have suffered from alcohol intoxication...
January 31, 2018: Interactive Journal of Medical Research
https://www.readbyqxmd.com/read/29385750/design-and-evaluation-of-a-pervasive-coaching-and-gamification-platform-for-young-diabetes-patients
#20
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
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