Feasibility and Usability of an Artificial Intelligence-Powered Gamification Intervention for Enhancing Physical Activity Among College Students: Quasi-Experimental Study [0.03%]
用于提高大学生体育活动水平的人工智能赋能游戏化干预的可行性与实用性研究:准实验研究
Yanan Gao,Jinxi Zhang,Zhonghui He et al.
Yanan Gao et al.
Background: Physical activity (PA) is vital for physical and mental health, but many college students fail to meet recommended levels. Artificial intelligence (AI)-powered gamification interventions through mobile app hav...
Impact of a 3-Month Recall Using High-Fidelity Simulation or Screen-Based Simulation on Learning Retention During Neonatal Resuscitation Training for Residents in Anesthesia and Intensive Care: Randomized Controlled Trial [0.03%]
在新生儿复苏训练中,使用高保真模拟或屏幕模拟进行3个月的回顾对麻醉和重症监护住院医生学习 retention的影响:随机对照试验
Anne-Claire Louvel,Cécile Dopff,Gauthier Loron et al.
Anne-Claire Louvel et al.
Background: Retention capacities are dependent on the learning context. The optimal interval between two learning sessions to maintain a learner's knowledge is often a subject of discussion, along with the methodology bei...
Personal Protection Equipment Training as a Virtual Reality Game in Immersive Environments: Development Study and Pilot Randomized Controlled Trial [0.03%]
沉浸环境中作为虚拟现实游戏的个人防护设备培训:开发研究和初步随机对照试验
Liang Zhou,Haoyang Liu,Mengjie Fan et al.
Liang Zhou et al.
Background: Proper donning and doffing of personal protection equipment (PPE) and hand hygiene in the correct spatial context of a health facility is important for the prevention and control of nosocomial infections. On-s...
Applying Augmented Reality to Convey Medical Knowledge On Osteoclasts: A User Study [0.03%]
增强现实技术在骨细胞医学知识传播中的应用:一项用户研究
Jascha Grübel,Julia Chatain,Claudio Schmid et al.
Jascha Grübel et al.
Background: Visualization technology is enhancing interactive learning by merging digital content with real-world environments, offering immersive experiences through Augmented Reality (AR) in fields like medical educatio...
Smartwatch-Based Tailored Gamification and User Modeling for Motivating Physical Exercise: A MaxDiff Segmentation Approach [0.03%]
基于智能手表的个性化游戏化和用户建模以激励体育锻炼:一种最大差分分割方法
Jie Yao,Di Song,Tao Xiao et al.
Jie Yao et al.
Background: Smartwatch-based gamification holds great promise for empowering fitness applications and promoting physical exercise, yet existing empirical evidence on its effectiveness remains inconclusive, partly due to "...
Comparative Efficacy of Video Games Versus Midazolam in Reducing Perioperative Anxiety in Pediatric Patients: Systematic Review and Meta-Analysis [0.03%]
视频游戏与咪达唑仑在降低儿科手术患者围术期焦虑中的比较疗效:系统评价和荟萃分析
Ziyue Luo,Sisi Deng,Ruihao Zhou et al.
Ziyue Luo et al.
Background: Pediatric patients undergoing surgery frequently experience significant anxiety, which can result in adverse effects such as prolonged sedation and behavioral changes associated with pharmacological interventi...
Gamified Adaptive Approach Bias Modification in Individuals With Methamphetamine Use History From Communities in Sichuan: Pilot Randomized Controlled Trial [0.03%]
来自四川社区的有甲基苯丙胺使用史的个体中的游戏化适应方法偏倚修改:初步随机对照试验
Danlin Shen,Jianping Jiao,Liqun Zhang et al.
Danlin Shen et al.
Background: Cognitive bias modification (CBM) programs have shown promise in treating psychiatric conditions, but they can be perceived as boring and repetitive. Incorporating gamified designs and adaptive algorithms in C...
Effects and Acceptability of a 1-Week Home-Based Virtual Reality Training for Supporting the Management of Stress and Anxiety: Randomized Pilot Trial [0.03%]
家庭基础的虚拟现实训练对管理压力和焦虑的支持效果及可行性:随机试验周方案
Federica Pallavicini,Eleonora Orena,Lisa Arnoldi et al.
Federica Pallavicini et al.
Background: Virtual reality (VR) is helpful for the management of stress and anxiety. However, current interventions have limitations related to location (ie, therapist's office or hospitals) and content (ie, virtual expe...
Identifying Key Principles and Commonalities in Digital Serious Game Design Frameworks: Scoping Review [0.03%]
数字严肃游戏设计框架中关键原则和共性的识别:范围审查
Raluca Ionela Maxim,Joan Arnedo-Moreno
Raluca Ionela Maxim
Background: Digital serious games (DSGs), designed for purposes beyond entertainment and consumed via electronic devices, have garnered attention for their potential to enhance learning and promote behavior change. Their ...
Gamified mHealth System for Evaluating Upper Limb Motor Performance in Children: Cross-Sectional Feasibility Study [0.03%]
用于评估儿童上肢运动表现的博弈化移动医疗系统:横断面可行性研究
Md Raihan Mia,Sheikh Iqbal Ahamed,Samuel Nemanich
Md Raihan Mia
Background: Approximately 17% of children in the United States have been diagnosed with a developmental or neurological disorder that affects upper limb (UL) movements needed for completing activities of daily living. Gol...