Adapting the Use of Digital Content to Improve the Learning of Numeracy Among Children With Autism Spectrum Disorder in Rwanda: Thematic Content Analysis Study [0.03%]
一项改善卢旺达自闭症儿童算术学习的数字内容使用适应性研究:主题内容分析研究
Theoneste Ntalindwa,Mathias Nduwingoma,Alphonse Uworwabayeho et al.
Theoneste Ntalindwa et al.
Background: Many teachers consider it challenging to teach children with autism spectrum disorder (ASD) in an inclusive classroom due to their unique needs and challenges. The integration of information communication tech...
Interactive Digital Game for Improving Visual-Perceptual Defects in Children With a Developmental Disability: Randomized Controlled Trial [0.03%]
改善发育障碍儿童视觉感知缺陷的互动数字游戏:随机对照试验
Wen-Lan Wu,Yu-Ling Huang,Jing-Min Liang et al.
Wen-Lan Wu et al.
Background: Visual-perceptual defects in children can negatively affect their ability to perform activities of daily living. Conventional rehabilitation training for correcting visual-perceptual defects has limited traini...
A Photography-based, Social Media Walking Intervention Targeting Autonomous Motivations for Physical Activity: Semistructured Interviews With Older Women [0.03%]
基于摄影的社交媒体步行干预:面向老年人的自主身体活动动机:与老年妇女的半结构化访谈
Michael C Robertson,Maria Chang Swartz,Ursela Christopherson et al.
Michael C Robertson et al.
Background: Older adult women are at risk for negative health outcomes that engaging in sustained physical activity can help prevent. However, promoting long-term maintenance of physical activity in this population has pr...
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...