keyword
https://read.qxmd.com/read/38488662/smartphone-based-virtual-and-augmented-reality-implicit-association-training-variat-for-reducing-implicit-biases-toward-patients-among-health-care-providers-app-development-and-pilot-testing
#21
JOURNAL ARTICLE
Jiabin Shen, Alex J Clinton, Jeffrey Penka, Megan E Gregory, Lindsey Sova, Sheryl Pfeil, Jeremy Patterson, Tensing Maa
BACKGROUND: Implicit bias is as prevalent among health care professionals as among the wider population and is significantly associated with lower health care quality. OBJECTIVE: The study goal was to develop and evaluate the preliminary efficacy of an innovative mobile app, VARIAT (Virtual and Augmented Reality Implicit Association Training), to reduce implicit biases among Medicaid providers. METHODS: An interdisciplinary team developed 2 interactive case-based training modules for Medicaid providers focused on implicit bias related to race and socioeconomic status (SES) and sexual orientation and gender identity (SOGI), respectively...
March 7, 2024: JMIR Serious Games
https://read.qxmd.com/read/38486166/development-and-validation-of-an-objective-virtual-reality-tool-for-assessing-technical-aptitude-among-potential-candidates-for-surgical-training
#22
JOURNAL ARTICLE
Noa Gazit, Gilad Ben-Gal, Ron Eliashar
BACKGROUND: Good technical skills are crucial for surgeons. Yet although surgical training programs strive to assess technical aptitude when selecting surgical residents, valid assessments of such aptitude are still lacking. Surgical simulators have been proposed as a potentially effective tool for this purpose. The current study aims to develop a technical aptitude test using a virtual reality surgical simulator, and to validate its use for the selection of surgical residents. METHODS: The study had three phases...
March 14, 2024: BMC Medical Education
https://read.qxmd.com/read/38475788/interactive-learning-environment-as-a-source-of-critical-thinking-skills-for-college-students
#23
JOURNAL ARTICLE
Hao Song, Lianghui Cai
BACKGROUND: The cognitive skills underlying critical thinking include analysis, interpretation, evaluation, explanation, inference, and self-regulation. The study aims to consider the possibility and effectiveness of introducing the mobile game Lumosity: Brain Training into the learning process of first-year Philology students studying at Qiqihar University. METHODS: The sample included 30 volunteers: 15 girls and 15 boys, whose average age was 18.4 years. Before the experiment start, the respondents took a pre-test based on the Critical Thinking Skills Success methodology, which was developed by the American scientist Starkey...
March 12, 2024: BMC Medical Education
https://read.qxmd.com/read/38462418/the-effect-of-mobile-game-training-designed-for-asthmatic-children-on-asthma-management-and-quality-of-life
#24
JOURNAL ARTICLE
Atiye Karakul, Duygu Sönmez Düzkaya, Gamze Bozkul, Murat Çapanoğlu
PURPOSE: This study aimed to examine the effect of mobile game training designed for children with asthma on inhaler use skills, asthma symptoms and treatment needs, and quality of life. DESIGN AND METHODS: This randomized controlled study was conducted between April and October 2023 at "Pediatric Asthma and Allergy Clinic" in Turkey. The sample of the study consists of a total of 74 children diagnosed with asthma, including the Mobile game (n: 37) and the Control group (n: 37)...
March 9, 2024: Journal of Pediatric Nursing
https://read.qxmd.com/read/38460191/are-serious-games-seriously-good-at-preparing-students-for-clinical-practice-a-randomized-controlled-trial
#25
JOURNAL ARTICLE
Janaya Elizabeth Perron, Penelope Uther, Michael Jonathon Coffey, Andrew Lovell-Simons, Adam W Bartlett, Ashlene McKay, Millie Garg, Sarah Lucas, Jane Cichero, Isabella Dobrescu, Alberto Motta, Silas Taylor, Sean Edward Kennedy, Chee Yee Ooi
PURPOSE: Serious games (SGs) have great potential for pediatric medical education. This study evaluated the efficacy of a SG in improving learner satisfaction, knowledge, and behavior. MATERIALS AND METHODS: This was an investigator-blinded randomized controlled trial (RCT) comparing a SG against two controls: (i) adaptive tutorial (AT), and (ii) low-stimulus control (LSC). SG is a highly immersive role-playing game in a virtual hospital. AT delivers interactive web-based lessons...
March 9, 2024: Medical Teacher
https://read.qxmd.com/read/38456198/assessing-the-importance-of-content-versus-design-for-successful-crowdfunding-of-health-education-games-online-survey-study
#26
JOURNAL ARTICLE
Hong Huang, Han Yu, Wanwan Li
BACKGROUND: Health education games make health-related tasks enjoyable and interactive, thereby encouraging user participation. Entrepreneurs and health educators can leverage online crowdfunding platforms, such as Kickstarter, to transform their innovative ideas into funded projects. OBJECTIVE: This research focuses on health education game initiatives on Kickstarter. Through an online user survey, it aims to understand user perceptions and evaluate the significance of 8 distinct components that may influence the success of such crowdfunding initiatives...
February 27, 2024: JMIR Serious Games
https://read.qxmd.com/read/38442092/characterization-of-suicidal-behavior-in-coquimbo-chile-between-2018-and-2020
#27
JOURNAL ARTICLE
Patricia Paz-Soto, Larry Games-Díaz, Muriel Ramírez-Santana
INTRODUCTION: Suicidal behavior is a public health problem worldwide. The World Health Organization estimated 700 000 deaths for the year 2021. OBJECTIVE: This study aimed to estimate the prevalence of suicidal behavior and describe its related factors in the Coquimbo Region, Chile, between 2018 and 2020. METHODS: 2190 suicide attempt notifications from the regional epidemiological surveillance system were analyzed, corresponding to 1781 people, along with 217 reports from the Forensic Medical Service of people who died by suicide...
March 5, 2024: Medwave
https://read.qxmd.com/read/38439056/relationship-between-demographic-and-social-variables-and-performance-in-virtual-reality-among-healthcare-personnel-an-observational-study
#28
JOURNAL ARTICLE
Daniel Katz, Benjamin Hyers, Eric Patten, Darren Sarte, Mariano Loo, Garrett W Burnett
BACKGROUND: Virtual reality is emerging as an important component of medical education. Although the benefits of virtual reality are apparent, the optimal strategy to orient to or differentiate learners in the virtual space have not been delineated. The purpose of this study was to investigate the relationships between demographic variables, social variables, and self-perceived comfort with technology to performance on a standardized non-medical virtual reality experience. METHODS: This observational study was performed at the International Meeting on Simulation in Healthcare in 2022...
March 4, 2024: BMC Medical Education
https://read.qxmd.com/read/38438893/comparison-of-gamification-and-role-playing-education-on-nursing-students-cardiopulmonary-resuscitation-self-efficacy
#29
JOURNAL ARTICLE
Ata Khaledi, Raziyeh Ghafouri, Sima Zohari Anboohi, Malihe Nasiri, Mohsen Ta'atizadeh
BACKGROUND: Cardiopulmonary resuscitation (CPR) is one of the most fundamental skills a nursing student should be trained in. Gamification in education involves using game elements to increase motivation, engagement, and personalization of the learning process. The gamification method creates competition among students using various methods, comparing to the role-playing method which is a teaching method that allows individuals to actively engage in simulated scenarios. Therefore, this research aimed to compare the effect of CPR education using gamification and role-playing on the self-efficacy of nursing students...
March 4, 2024: BMC Medical Education
https://read.qxmd.com/read/38429772/-pharmacotrophy-a-playful-tournament-for-game-and-team-based-learning-in-pharmacology-education-assessing-its-impact-on-students-performance
#30
JOURNAL ARTICLE
Clément Delage, Maeva Palayer, Dominique Lerouet, Valérie C Besson
BACKGROUND: At the Faculty of Pharmacy of Paris, we conducted a pharmacology tournament in 2021 and 2022, named "Pharmacotrophy", to offer a game-, team- and competitive-based learning innovation based on fun and challenge. This article aims to (1) provide a detailed overview of the organisation of "Pharmacotrophy," (2) present and compare feedback from both students and teachers, and (3) assess the impact of student participation on their exam marks. METHODS: "Pharmacotrophy" took place in 2021 and 2022 over a two-week period at the beginning of the exam revision phase...
March 1, 2024: BMC Medical Education
https://read.qxmd.com/read/38418637/no-cow-on-the-ice-a-tail-of-word-games
#31
EDITORIAL
Rune D Jensen, Rachel H Ellaway
In this editorial, the editors raise the issues of language games in the field of health profession education and examines the implications of translating and communicating meaning from one context to another. This examination raises five issues that scholars in healthcare professions education should consider.
February 28, 2024: Advances in Health Sciences Education
https://read.qxmd.com/read/38418198/advancement-barriers-and-collaboration-the-abc-s-of-addressing-challenges-and-designing-solutions-between-front-line-physicians-and-business-oriented-leaders
#32
JOURNAL ARTICLE
Shayann Ramedani, Jeffery Miller, Jed D Gonzalo
BACKGROUND: The complexity of US healthcare has been increasing for many years, requiring clinicians and learners to understand care delivery systems in addition to clinical sciences. Thus, there has been a major push to educate faculty and trainees on healthcare functionality. This comes as hospitals expand into health systems requiring the help of more sophisticated expertise of departments such as operations excellence when problem-solving. As a medical student with a background in operations excellence, medical education leader and clinical administration leader all currently facilitating this transition, we wanted to reflect on the barriers we have experienced in clinical implementation of quality improvement projects and educating learners on the impact of operations excellence principles in their clinical education...
February 28, 2024: BMJ leader
https://read.qxmd.com/read/38407954/a-serious-game-fight-with-virus-for-preventing-covid-19-health-rumors-development-and-experimental-study
#33
JOURNAL ARTICLE
Shuo Xiong, Long Zuo, Qiwei Chen, Zhang Zeliang, Mohd Nor Akmal Khalid
BACKGROUND: Health rumors arbitrarily spread in mainstream social media on the internet. Health rumors emerged in China during the outbreak of COVID-19 in early 2020. Many midelders/elders (age over 40 years) who lived in Wuhan believed these rumors. OBJECTIVE: This study focused on designing a serious game as an experimental program to prevent and control health rumors. The focus of the study was explicitly on the context of the social networking service for midelders/elders...
February 26, 2024: JMIR Serious Games
https://read.qxmd.com/read/38406330/novel-teaching-learning-and-assessment-tools-to-complement-competency-based-medical-education-in-postgraduate-training
#34
JOURNAL ARTICLE
Mohit K Joshi
Medical and educational techniques and approaches have evolved globally over the past few decades. The modern approach is more learner-centred, with a focus on the acquisition of skills. The recently implemented competency-based medical education (CBME) for the National Medical Commission (NMC) undergraduate course curriculum is also competency-based rather than an outcome-based traditional curriculum. It is vital to embrace innovative teaching-learning and educational strategies to achieve the aspiration of CBME...
January 2024: Indian Journal of Anaesthesia
https://read.qxmd.com/read/38403639/development-and-evaluation-of-virtual-simulation-games-to-increase-the-confidence-and-self-efficacy-of-healthcare-learners-in-vaccine-communication-advocacy-and-promotion
#35
JOURNAL ARTICLE
Emily J Doucette, Madison M Fullerton, Margaret Pateman, Alyssa Lip, Sherilyn K D Houle, James D Kellner, Jenine Leal, Shannon E MacDonald, Deborah McNeil, Jane Tyerman, Marian Luctkar-Flude, Sandra Davidson, Cora Constantinescu
BACKGROUND: Although healthcare providers (HCPs) are the most trusted source of vaccine information, there is a paucity of easily accessible, multidisciplinary educational tools on vaccine communication for them. Virtual simulation games (VSGs) are innovative yet accessible and effective tools in healthcare education. The objectives of our study were to develop VSGs to increase HCP confidence and self-efficacy in vaccine communication, advocacy, and promotion, and evaluate the VSGs' effectiveness using a pre-post self-assessment pilot study...
February 25, 2024: BMC Medical Education
https://read.qxmd.com/read/38394053/games-to-support-teaching-clinical-reasoning-in-health-professions-education-a-scoping-review
#36
REVIEW
Gilbert Koelewijn, Marije P Hennus, Helianthe S M Kort, Joost Frenkel, Thijs van Houwelingen
INTRODUCTION: Given the complexity of teaching clinical reasoning to (future) healthcare professionals, the utilization of serious games has become popular for supporting clinical reasoning education. This scoping review outlines games designed to support teaching clinical reasoning in health professions education, with a specific emphasis on their alignment with the 8-step clinical reasoning cycle and the reflective practice framework, fundamental for effective learning. METHODS: A scoping review using systematic searches across seven databases (PubMed, CINAHL, ERIC, PsycINFO, Scopus, Web of Science, and Embase) was conducted...
December 31, 2024: Medical Education Online
https://read.qxmd.com/read/38393767/exploring-the-use-of-a-learning-based-exergame-to-enhance-physical-literacy-soft-skills-and-academic-learning-in-school-age-children-pilot-interventional-study
#37
JOURNAL ARTICLE
Aurelie Goncalves, Florence Lespiau, Gaëtan Briet, Eugénie Vaillant-Coindard, Angèle Palermo, Elsa Decobert, Nathan Allegret-Bourdon, Elodie Charbonnier
BACKGROUND: There is ample evidence that most children do not perform enough physical activity (PA). To address this major public health problem, the French government implemented 30 minutes of daily PA (DPA) at schools but did not provide any supplemental resources or concrete guidance. Considering both children's interest in video games and the need for teachers to complete their curriculum, the use of a learning-based exergame that combines PA and learning appears particularly relevant...
February 23, 2024: JMIR Serious Games
https://read.qxmd.com/read/38373032/extended-reality-based-mobile-app-solutions-for-the-therapy-of-children-with-autism-spectrum-disorders-systematic-literature-review
#38
REVIEW
Marian-Vladut Toma, Cristina Elena Turcu, Corneliu Octavian Turcu, Sorin Vlad, Doru Eugen Tiliute, Paul Pascu
BACKGROUND: The increasing prevalence of autism spectrum disorder (ASD) has driven research interest on the therapy of individuals with autism, especially children, as early diagnosis and appropriate treatment can lead to improvement in the condition. With the widespread availability of virtual reality, augmented reality (AR), and mixed reality technologies to the public and the increasing popularity of mobile devices, the interest in the use of applications and technologies to provide support for the therapy of children with autism is growing...
February 19, 2024: JMIR Serious Games
https://read.qxmd.com/read/38363014/tactical-decision-games-in-undergraduate-neurosurgery-education
#39
JOURNAL ARTICLE
Aaron Lawson McLean, Sophie Kubon, Falko Schwarz, Christian Senft
No abstract text is available yet for this article.
February 16, 2024: Medical Education
https://read.qxmd.com/read/38362925/surgical-education-for-medical-students-virtual-game-based-learning
#40
JOURNAL ARTICLE
Juka S Kim, Karen L Leung, Isabel K Eng, Aparna Sridhar
No abstract text is available yet for this article.
February 16, 2024: Medical Education
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