keyword
https://read.qxmd.com/read/38649943/training-nurses-in-an-international-emergency-medical-team-using-a-serious-role-playing-game-a-retrospective-comparative-analysis
#1
JOURNAL ARTICLE
Hai Hu, Xiaoqin Lai, Longping Yan
BACKGROUND: Although game-based applications have been used in disaster medicine education, no serious computer games have been designed specifically for training these nurses in an IEMT setting. To address this need, we developed a serious computer game called the IEMTtraining game. In this game, players assume the roles of IEMT nurses, assess patient injuries in a virtual environment, and provide suitable treatment options. METHODS: The design of this study is a retrospective comparative analysis...
April 22, 2024: BMC Medical Education
https://read.qxmd.com/read/38639150/-healthy-and-harmonic-childhood-foundation-of-the-%C3%A2-health-of-healthy%C3%A2-concept
#2
JOURNAL ARTICLE
A N Razumov, M L Lazarev, S Yu Chudakov, A N Dubasov, A V Martyushev-Poklad
Within the framework of the «Health of Healthy» concept (A.N. Razumov) a medical, psychological and pedagogical «Sonatal-pedagogy» system (M.L. Lazarev) aimed at harmonizing the mental and physical development of children from the prenatal age has been developed In Russia. The system has been tested since 1983 on population of more than 70 thous. children. The results showed its high effectiveness and safety (in relation to pregnancy, childbirth, breastfeeding, somatic health, psychomotor development and children's abilities)...
2024: Voprosy Kurortologii, Fizioterapii, i Lechebnoĭ Fizicheskoĭ Kultury
https://read.qxmd.com/read/38631817/using-active-learning-strategies-during-a-quality-improvement-collaborative-exploring-educational-games-to-enhance-learning-among-healthcare-professionals
#3
JOURNAL ARTICLE
Marianilza Lopes da Silva, Flavia Fernanda Franco, Jessica Alves Vieira, Juliana Fernandes da Silva, Guilherme Cesar Silva Dias Santos, Beatriz Marques da Cunha, Fernando Enrique Arriel Pereira, Natalia Nardoni, Francielle Bendersky Gomes, Brunno Cesar Batista Cocentino, Roberta Gonçalves Marques, Natalia Souza de Melo, Ademir Jose Petenate, Andreza Pivato Susin Hamada, Cristiane Maria Reis Cristalda, Luciana Yumi Ue, Claudia Garcia de Barros, Sebastian Vernal
BACKGROUND: The Breakthrough Series model uses learning sessions (LS) to promote education, professional development and quality improvement (QI) in healthcare. Staff divergences regarding prior knowledge, previous experience, preferences and motivations make selecting which pedagogic strategies to use in LS a challenge. AIM: We aimed to assess new active-learning strategies: two educational games, a card game and an escape room-type game, for training in healthcare-associated infection prevention...
April 17, 2024: BMJ Open Quality
https://read.qxmd.com/read/38614535/teaching-radiology-in-integrated-educational-programs
#4
JOURNAL ARTICLE
Joan C Vilanova
Radiology is a medical discipline, an area of transversal knowledge integrated into any clinical situation. The optimal training of learning knowledge, skills and aptitudes in Radiology in the Degree in Medicine requires the integration of any imaging modality in the different areas of knowledge; from the basic subjects to any clinical subject of the Degree. This article describes the integration of Radiology teaching into the curriculum throughout the Medicine Degree at the University of Girona (UdG), describing the different radiology teaching activities that are taught...
2024: Radiología
https://read.qxmd.com/read/38608270/the-effectiveness-of-a-digital-app-for-reduction-of-clinical-symptoms-in-individuals-with-panic-disorder-randomized-controlled-trial
#5
RANDOMIZED CONTROLLED TRIAL
KunJung Kim, Hyunchan Hwang, Sujin Bae, Sun Mi Kim, Doug Hyun Han
BACKGROUND: Panic disorder is a common and important disease in clinical practice that decreases individual productivity and increases health care use. Treatments comprise medication and cognitive behavioral therapy. However, adverse medication effects and poor treatment compliance mean new therapeutic models are needed. OBJECTIVE: We hypothesized that digital therapy for panic disorder may improve panic disorder symptoms and that treatment response would be associated with brain activity changes assessed with functional near-infrared spectroscopy (fNIRS)...
April 12, 2024: Journal of Medical Internet Research
https://read.qxmd.com/read/38600768/attraction-and-achievement-as-two-attributes-of-gamification-in-healthcare-an-evolutionary-concept-analysis
#6
REVIEW
Hyun Kyoung Kim
PURPOSE: This study conducted a conceptual analysis of gamification in healthcare utilizing Rogers' evolutionary concept analysis methodology to identify its attributes and provide a method for its applications in the healthcare field. Gamification has recently been used as a health intervention and education method, but the concept is used inconsistently and confusingly. METHODS: A literature review was conducted to derive definitions, surrogate terms, antecedents, influencing factors, attributes (characteristics with dimensions and features), surrogate concepts, consequences, implications, and hypotheses from various academic fields...
2024: Journal of Educational Evaluation for Health Professions
https://read.qxmd.com/read/38592482/external-post-mortem-examination-in-virtual-reality-scalability-of-a-monocentric-application
#7
JOURNAL ARTICLE
Christina Klus, Katja Krumm, Sindy Jacobi, Marie-Christin Willemer, Charlotte Daub, Dietrich Stoevesandt, Katrin Metzler, Carolin Richter, Lisa-Maria Peter, Steffen Heide, Uwe Schmidt
Conducting external post-mortem examinations is an essential skill required of physicians in various countries, regardless of their specialization. However, the quality of these examinations has been a subject of continuous debates, and notable errors were reviled. In response to these shortcomings, a virtual reality (VR) application was developed at Halle's medical department in Germany, focusing on the scene of discovery and the completion of death certificates. The initial trial of this VR application in 2020 involved 39 students and 15 early-career professionals...
April 9, 2024: International Journal of Legal Medicine
https://read.qxmd.com/read/38587085/-spine-to-the-future-a-narrative-review-of-anatomy-engagement
#8
REVIEW
Adam M Taylor, Quenton Wessels
Anatomy has been integral to medical and health education for centuries, it has also had a significant role in wider public life, as an educational resource, a link to their health, and also as a darker deterrent. Historically, public engagement in anatomy is hallmarked by public dissections of convicted criminals across the globe. Artists, specifically non-medical men, such as Leonardo da Vinci, are reported to have participated in public dissection. Dissection would later rekindle public interest in anatomy as graverobbing led to the reform and regulation of anatomy in many countries...
April 8, 2024: Anatomical Sciences Education
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
#9
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/38572090/evaluation-of-a-virtual-reality-based-open-educational-resource-software
#10
JOURNAL ARTICLE
Silvia Würstle, Lisa-Marie Spanke, Niklas Mehlhase, Gail Stanley, Jonathan Koff, Stavros Dimitriadis, Sarah König, Alexander Hann
OBJECTIVES: Virtual reality (VR) teaching methods have potential to support medical students acquire increasing amounts of knowledge. EVENT (Easy VR EducatioN Tool) is an open educational resource software for immersive VR environments, which is designed for use without programming skills. In this work, EVENT was used in a medical student VR course on pancreatic cancer. METHODS: Medical students were invited to participate in the course. Before and after VR simulation, participants completed a multiple-choice knowledge assessment, with a maximum score of 10, and a VR experience questionnaire...
2024: Journal of Medical Education and Curricular Development
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
#11
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/38570376/large-language-and-vision-assistant-in-dermatology-a-game-changer-or-just-hype
#12
JOURNAL ARTICLE
Polat Goktas, Duygu Gülseren, Anne-Marie Tobin
The integration of artificial intelligence (AI) in healthcare, particularly in the field of dermatology, has experienced significant progress through the creation of advanced tools such as the Large Language and Vision Assistant (LLaVA). This comprehensive review examines whether LLaVA represents a significant breakthrough or merely a passing trend in dermatological practice. By incorporating both language and visual analysis capabilities, LLaVA aims to support enhanced diagnostic accuracy, patient engagement, and customized treatment planning, as evidenced by current research and case studies...
April 4, 2024: Clinical and Experimental Dermatology
https://read.qxmd.com/read/38568951/serious-games-are-more-than-just-games
#13
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/38566396/weight-misperception-and-weight-related-behaviors-in-non-hispanic-black-youth
#14
JOURNAL ARTICLE
Tienna Fenton, Elena Bastida
Current literature is conflicting regarding whether accurate weight perception encourages healthy weight-related behaviors. This study examined the prevalence of weight misperception and explored associations between weight misperception and weight-related behaviors among 353 Black adolescents in Broward County, Florida. Overall, 44.8% of participants misperceived their weight, with boys more often misperceiving their weight than girls (52.2% vs 40.2%). Students who misperceived their weight were more likely to try to lose weight but less likely to be adequately physically active...
April 2, 2024: Journal of Health Psychology
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
#15
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
#16
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/38545644/utilizing-a-medical-school-outreach-program-to-help-high-school-students-explore-the-impact-of-food-security-and-ultra-processed-foods-on-health-risks
#17
JOURNAL ARTICLE
Kyeorda Kemp, Brianne Lewis, Akshata R Naik, Virginia E Uhley
We offered an enrichment program for high school students with the theme " The Environment, Health, and You" during the Summer of 2022 and the Spring of 2023. We developed several educational modules for high school students that provided them with an opportunity to learn and explore the foundations of physiological systems, nutrient needs to maintain health, and the impact that environmental factors can have on them. The modules included videos, discussion boards, games, readings, and labs. These modules were integrated into the first session: Your Body and Health...
March 28, 2024: Advances in Physiology Education
https://read.qxmd.com/read/38529869/-primary-prevention-of-computer-game-addiction-in-students-of-educational-institutions
#18
JOURNAL ARTICLE
R A Kardashian
OBJECTIVE: To conduct the primary prevention of computer game addiction (PPCGA) in students of General education institutions (GEI), aimed at preventing the formation of CGA. MATERIAL AND METHODS: The study included 488 students in grades 7-10 of GEI aged 12-17 years (14.6±2.4 years), of which 393 adolescents, who made up the main group, received PPCGA and 95 - control, without PPCGA. RESULTS: Preventive measures were carried out without interrupting the educational process; they were carried out by addiction psychiatrists and medical psychologists...
2024: Zhurnal Nevrologii i Psikhiatrii Imeni S.S. Korsakova
https://read.qxmd.com/read/38528889/-medical-escape-games-experimenting-with-a-new-teaching-method
#19
JOURNAL ARTICLE
Pauline Larouche, Kevin Sweeney, Judith Lajeunesse
With escape games gaining in popularity, we decided to adapt the concept of an existing medical escape game to the needs of our family medicine residents, by simulating clinical situations and creating puzzles with medical content. This activity was a fun way to integrate theoretical learning while developing a number of CanMEDS roles. Overall, the residents were very satisfied with the topics chosen and the interactive aspect of the experience. This escape game requires few resources, is adaptable to different environments and can be adjusted according to students' needs...
February 2024: Canadian Medical Education Journal
https://read.qxmd.com/read/38510392/an-escape-room-to-teach-first-and-second-year-medical-students-nephrology
#20
JOURNAL ARTICLE
Jonathan Hu, Mikayla Sonnleitner, Edward Weldon, Sameer Kejriwal, Bryan Brown, Ashish Shah
UNLABELLED: An escape room is a team-based activity that requires players to solve a series of puzzles to complete a story and "break out" of a room. It has recently gained traction in medical education for its ability to interactively and effectively present learning objectives. This was a prospective educational study that describes the successful application of a nephrology themed escape room for first- and second-year medical students. Compared to pre-escape room participation, the 52 students demonstrated a statistically significant improvement in self-reported knowledge for renal physiology ( p  < 0...
February 2024: Medical Science Educator
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