Outcomes, Measurement Instruments, and Their Validity Evidence in Randomized Controlled Trials on Virtual, Augmented, and Mixed Reality in Undergraduate Medical Education: Systematic Mapping Review [0.03%]
虚拟现实、增强现实和混合现实随机对照试验中的结局指标及测量工具的有效性证据:系统化综述
Lorainne Tudor Car,Bhone Myint Kyaw,Andrew Teo et al.
Lorainne Tudor Car et al.
Background: Extended reality, which encompasses virtual reality (VR), augmented reality (AR), and mixed reality (MR), is increasingly used in medical education. Studies assessing the effectiveness of these new educational...
A Mobile-based Virtual Reality Speech Rehabilitation App for Patients With Aphasia After Stroke: Development and Pilot Usability Study [0.03%]
基于移动设备的针对卒中后失语症患者的虚拟现实言语康复应用的研发及初步使用性研究
Xiaofan Bu,Peter Hf Ng,Ying Tong et al.
Xiaofan Bu et al.
Background: Stroke has the highest disability-adjusted life-years lost in any disease, and approximately one-third of the patients get aphasia. Computers and tablets are innovative and aid in intensive treatments in speec...
Identifying Player Types to Tailor Game-Based Learning Design to Learners: Cross-sectional Survey using Q Methodology [0.03%]
运用Q法识别玩家类型以定制基于游戏的学习设计:横断面调查研究
A E J Van Gaalen,J Schönrock-Adema,R J Renken et al.
A E J Van Gaalen et al.
Background: Game-based learning appears to be a promising instructional method because of its engaging properties and positive effects on motivation and learning. There are numerous options to design game-based learning; ...
Using Distance Communication for the User-Centered Development of a Smartphone-Based Serious Game for Children With Type 1 Diabetes: Participatory Design Approach [0.03%]
基于参与式设计的以用户为中心的一型糖尿病儿童智能手机 serious game 开发中的远距离交流研究
Jannie Nørlev,Christina Derosche,Katrine Sondrup et al.
Jannie Nørlev et al.
Background: The complications of type 1 diabetes (T1D) can be delayed or prevented in children with T1D who receive proper self-management education. Smartphone-based serious games are increasingly being used as an effect...
Identifying Video Game Preferences Among Adults Interested in Quitting Smoking Cigarettes: Survey Study [0.03%]
一项关于成人玩家视频游戏偏好的调查研究:以有兴趣戒烟的成年人为例
Caitlyn R Upton,Jessica A Nastasi,Bethany R Raiff
Caitlyn R Upton
Background: Smoking is the most prevalent cause of morbidity and mortality in the United States. Although most individuals who smoke express a desire to quit smoking, only a small percentage are successful. Serious games ...
Feasibility, Enjoyment, and Language Comprehension Impact of a Tablet- and GameFlow-Based Story-Listening Game for Kindergarteners: Methodological and Mixed Methods Study [0.03%]
基于平板电脑和游戏流畅度的幼儿故事倾听游戏的可行性、乐趣及语言理解力影响:方法学与混合研究方法研究
Femke Vanden Bempt,Maria Economou,Ward Dehairs et al.
Femke Vanden Bempt et al.
Background: Enjoyment plays a key role in the success and feasibility of serious gaming interventions. Unenjoyable games will not be played, and in the case of serious gaming, learning will not occur. Therefore, a so-call...
Viewpoint: Virtual and Augmented Reality in Basic and Advanced Life Support Training [0.03%]
观点:虚拟现实和增强现实技术在基础和高级生命支持培训中的应用
Serena Ricci,Andrea Calandrino,Giacomo Borgonovo et al.
Serena Ricci et al.
The use of augmented reality (AR) and virtual reality (VR) for life support training is increasing. These technologies provide an immersive experience that supports learning in a safe and controlled environment. This review focuses on the u...
A Virtual Reality Game Suite for Graded Rehabilitation in Patients With Low Back Pain and a High Fear of Movement: Within-Subject Comparative Study [0.03%]
针对患有慢性下腰痛和高运动恐惧症患者的分级康复的虚拟现实游戏套装:单组实验前后对照研究
Alexander T Peebles,Susanne van der Veen,Alexander Stamenkovic et al.
Alexander T Peebles et al.
Background: Complex movement pathologies that are biopsychosocial in nature (eg, back pain) require a multidimensional approach for effective treatment. Virtual reality is a promising tool for rehabilitation, where therap...
Determining the Optimal Virtual Reality Exergame Approach for Balance Therapy in Persons With Neurological Disorders Using a Rasch Analysis: Longitudinal Observational Study [0.03%]
基于拉斯克斯分析确定神经障碍者平衡康复虚拟现实运动游戏最优方案的纵向观察研究
Evelyne Wiskerke,Jan Kool,Roger Hilfiker et al.
Evelyne Wiskerke et al.
Background: Virtual reality (VR) exergames have gained popularity in the rehabilitation of persons with neurological disorders as an add-on therapy to increase intensity of training. Intensity is strongly dependent on the...
Effect of the Nintendo Ring Fit Adventure Exergame on Running Completion Time and Psychological Factors Among University Students Engaging in Distance Learning During the COVID-19 Pandemic: Randomized Controlled Trial [0.03%]
疫情期间面向开展远程学习大学生的任天堂健身冒险 exergame 对跑步完成时间和心理因素影响的随机对照试验
Yi-Syuan Wu,Wei-Yun Wang,Ta-Chien Chan et al.
Yi-Syuan Wu et al.
Background: The COVID-19 outbreak has not only changed the lifestyles of people globally but has also resulted in other challenges, such as the requirement of self-isolation and distance learning. Moreover, people are una...