Utilizing Gamification, Artificial Intelligence, and mHealth for the Professional Development of Maternal Care Providers: Exploratory Pilot Cross-Sectional Study Assessing Providers' Satisfaction in Primary Health Care Centers in Lebanon [0.03%]
利用游戏化、人工智能和移动健康促进产科从业人员职业发展的探索性试点横断面研究:评估黎巴嫩主要医疗机构从业人员的满意度
Mohamad Alameddine,Nadine Sabra,Nour El Arnaout et al.
Mohamad Alameddine et al.
Background: High maternal morbidity and mortality rates globally, especially in low-income and lower-middle-income countries, highlight the critical role of skilled health care providers (HCPs) in preventing pregnancy-rel...
Effects of a Board Game on Tic Management and Psychosocial Functioning in Adolescents With Tourette Syndrome: Randomized Controlled Trial [0.03%]
一种针对抽动障碍儿童管理能力及心理社会功能的桌游对其症状的影响:随机对照试验
Mei Yin Lee,Huei Shyong Wang,Chung Yueh Lien et al.
Mei Yin Lee et al.
Background: Tics and comorbidities significantly impact the social interactions and mental health of adolescents with Tourette syndrome (TS). Psychoeducation is an initial intervention for TS. Gamification is a common psy...
Virtual Reality for Analgesia During Intrauterine Device Insertion: Randomized Controlled Trial [0.03%]
用于宫内节育器放置过程的虚拟现实镇痛:随机对照试验
Chloe Higgins,Claudia Zecena Morales,Judi Hocking et al.
Chloe Higgins et al.
Background: Intrauterine devices (IUDs) are safe and effective long-acting reversible contraceptive therapies that are also used as minimally invasive treatment for heavy menstrual bleeding, endometrial hyperplasia, and e...
Exploring the Impact of Home-Based Serious Smartphone Resuscitation Gaming on Stress Among Nursing Students Practicing Simulated Adult Basic Life Support: Randomized Waitlist Controlled Trial [0.03%]
基于家庭的智能手机复苏游戏对护理专业学生模拟成人基础生命支持实践压力影响的随机等待列表控制试验:探索性研究
Nino Fijačko,Benjamin S Abella,Špela Metličar et al.
Nino Fijačko et al.
Background: Simulation-based training is widely used in resuscitation education, yet limited research exists on how serious smartphone games-especially when used independently at home-impact stress levels during simulated...
Digital Catalysts for Noncommunicable Disease Prevention Serious Games and Gamified Applications: Framework Design Study [0.03%]
数字催化剂用于非传染性疾病预防 serious games 和 gamified 应用程序:框架设计研究
Christoph Aigner,René Baranyi,Thomas Grechenig
Christoph Aigner
Background: Unhealthy behaviors can cause so-called noncommunicable diseases (NCDs), which are on the rise. Notable examples include chronic respiratory diseases, diabetes, cardiovascular diseases, and various types of ca...
Use of an Immersive Virtual Reality Application to Educate Medical Students in Patient Handover: Pilot Study [0.03%]
沉浸式虚拟现实应用程序在医学教育中的应用:一项医学生交接班的试点研究
Laura Isabel Hanke,Patrick Schwoerer,Florentine Huettl et al.
Laura Isabel Hanke et al.
Background: Patient handover is a daily task for doctors and nurses, and structured handovers have been proven to positively impact patient outcomes. To teach the handover procedure, different communication tools have bee...
Development and Evaluation of a Case-Based Serious Game for Diagnosis and Treatment Planning in Orthodontic Education: Quasi-Experimental Study [0.03%]
基于案例的正畸教育诊断和治疗计划 serious game 的开发与评估:准实验研究
Rochaya Chintavalakorn,Chayuth Chanwanichkulchai,Napat Buranasing et al.
Rochaya Chintavalakorn et al.
Background: Orthodontic education requires effective training in diagnosis and treatment planning, but traditional teaching methods may lack engagement and opportunities in offering a safe learning environment. Serious ga...
A Gamified Assessment Tool for Antisocial Personality Traits (Antisocial Personality Traits Evidence-Centered Design Gamified): Randomized Controlled Trial [0.03%]
反社会人格特质证据中心设计游戏化评估工具的随机对照试验:ASPITEC-DA 游戏化评估工具原型开发及用户研究
Yaobin Tang,Yongze Xu,Qunli Zhou et al.
Yaobin Tang et al.
Background: The traditional self-report instruments (eg, scales) used to measure antisocial personality traits are characterized by social desirability bias and fail to capture multidimensional behaviors (eg, manipulation...
Effects of The Legend of Zelda: Breath of the Wild and Studio Ghibli Films on Young People's Sense of Exploration, Calm, Mastery and Skill, Purpose and Meaning, and Overall Happiness in Life: Exploratory Randomized Controlled Study [0.03%]
《塞尔达传说:荒野之息》和吉卜力工作室影片对年轻人探索欲、平静感、掌控感与技能、生活目标与意义以及整体幸福感的影响:探索性随机对照研究
Annisa Arigayota,Barbara Duffek,Congcong Hou et al.
Annisa Arigayota et al.
Background: Young people feel increasingly anxious and sad nowadays. Engaging with works of art and entertainment, such as playing open-world games or watching Studio Ghibli films, can be more than just a pastime. However...