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...
Children's Improvement After Language and Rhythm Training With the Digital Medical Device Poppins for Dyslexia: Single-Arm Intervention Study [0.03%]
语言和节奏训练在改善儿童阅读障碍方面的效果研究:单组干预试验
Charline Grossard,Melanie Descamps,Hugues Pellerin et al.
Charline Grossard et al.
Background: Specific learning disorder in reading (SLD reading), commonly named dyslexia, is a neurodevelopmental condition affecting reading. Current best practice recommendations for SLD reading emphasize the necessity ...
Effectiveness of a Web-Based Virtual Simulation to Train Nursing Students in Suicide Risk Assessment: Randomized Controlled Investigation [0.03%]
一种基于网络的虚拟仿真训练护理专业学生评估自杀风险的有效性:随机对照研究
Paul Roux,Yujiro Okuya,Cristina Morel et al.
Paul Roux et al.
Background: Suicide is a leading cause of preventable death worldwide. Nurses play a critical role in suicide prevention; yet, they face significant obstacles. Improving the evaluation and management of patients at risk o...
Mixed Reality-Based Physical Therapy in Older Adults With Sarcopenia: Preliminary Randomized Controlled Trial [0.03%]
基于混合现实的肌少症老年人物理治疗:初步随机对照试验
Yeongsang An,Seunghwa Min,Chanhee Park
Yeongsang An
Background: Sarcopenia in older adults is associated with reduced muscle mass and function, leading to frailty, increased fall risk, and decreased quality of life (QOL). Mixed reality (MR)-based interventions have emerged...
Home-Based Virtual Reality Training for Enhanced Balance, Strength, and Mobility Among Older Adults With Frailty: Systematic Review and Meta-Analysis [0.03%]
基于家庭的虚拟现实训练改善脆弱老年人平衡、力量和移动能力的系统评价和meta分析
Hammad Alhasan,Elaf Alandijani,Lara Bahamdan et al.
Hammad Alhasan et al.
Background: Frailty is a geriatric syndrome associated with increased risk of falls, hospitalization, and reduced quality of life. Traditional exercises may be unsuitable for older adults with frailty due to mobility issu...