A Motion-Activated Video Game for Prevention of Substance Use Disorder Relapse in Youth: Pilot Randomized Controlled Trial [0.03%]
青少年物质使用障碍复发预防的运动激活视频游戏:试点随机对照试验
Lorien C Abroms,Marc Fishman,Hoa Vo et al.
Lorien C Abroms et al.
Background: Body motion-activated video games are a promising strategy for promoting engagement in and adherence to addiction treatment among youth. Objec...
Search and Match Task: Development of a Taskified Match-3 Puzzle Game to Assess and Practice Visual Search [0.03%]
搜索与匹配任务:评估和练习视觉搜索的模块化三消游戏的设计与发展
Alvin Chesham,Stephan Moreno Gerber,Narayan Schütz et al.
Alvin Chesham et al.
Background: Visual search declines with aging, dementia, and brain injury and is linked to limitations in everyday activities. Recent studies suggest that visual search can be improved with practice using computerized vis...
Sjors Cf van de Weijer,Mark L Kuijf,Nienke M de Vries et al.
Sjors Cf van de Weijer et al.
Cognitive decline is an important nonmotor symptom in Parkinson disease (PD). Unfortunately, very few treatment options are available. Recent research pointed to small positive effects of nonpharmacological cognitive training in PD. Most of...
Interactive Narrative in a Mobile Health Behavioral Intervention (Tumaini): Theoretical Grounding and Structure of a Smartphone Game to Prevent HIV Among Young Africans [0.03%]
在移动健康行为干预中进行互动叙事:手机游戏"Tumaini"的理论基础及结构以预防非洲年轻人艾滋病为例
Kate Winskell,Gaëlle Sabben,Christopher Obongo
Kate Winskell
The increasing availability of smartphones, including in low-income countries, offers an unprecedented opportunity to reach individuals with innovative health promotion interventions. Electronic games delivered via smartphone offer promisin...
An Interactive Mobile App Game to Address Aggression (RegnaTales): Pilot Quantitative Study [0.03%]
针对攻击行为的互动移动应用程序游戏(RegnaTales)的试点定量研究
Jeffrey G Ong,Nikki S Lim-Ashworth,Yoon P Ooi et al.
Jeffrey G Ong et al.
Background: The rapid advancement in media technology has radically changed the way we learn and interact with one another. Games, with their engaging and interactive approach, hold promise in the delivery of knowledge an...
Developing Theory-Driven, Evidence-Based Serious Games for Health: Framework Based on Research Community Insights [0.03%]
基于研究社区见解的健康型严肃游戏的发展:以理论和证据为基础框架
Sarah Verschueren,Connor Buffel,Geert Vander Stichele
Sarah Verschueren
Background: The idea of using serious games to effectuate better outcomes in health care has gained significant traction among a growing community of researchers, developers, and health care professionals. Many now recogn...
Effect of an Augmented Reality Ultrasound Trainer App on the Motor Skills Needed for a Kidney Ultrasound: Prospective Trial [0.03%]
增强现实超声波训练应用程序对肾脏超声所需运动技能的影响:前瞻性试验
Florian Ebner,Amelie De Gregorio,Fabienne Schochter et al.
Florian Ebner et al.
Background: Medical education is evolving from "learning by doing" to simulation-based hands-on tutorials. Objective: The aim of this p...
Comparing the Effects on Learning Outcomes of Tablet-Based and Virtual Reality-Based Serious Gaming Modules for Basic Life Support Training: Randomized Trial [0.03%]
基于平板电脑和虚拟现实的严重游戏模块对基本生命支持培训学习成果影响的比较:随机试验
Emin Aksoy
Emin Aksoy
Background: Serious gaming is recognized as a training tool due its potential for a risk-free educational environment. There is still limited research about using serious gaming modules for emergency skills training. ...
Acceptability of a Plasticity-Focused Serious Game Intervention for Posttraumatic Stress Disorder: User Requirements Analysis [0.03%]
针对创伤后应激障碍的塑性聚焦 serious game 干预措施的可接受性:用户需求分析
Matthew Jones,Alena Denisova,Stephen Mitchell et al.
Matthew Jones et al.
Background: Trauma-focused cognitive behavioral therapy (TF-CBT) is a first-line treatment for posttraumatic stress disorder (PTSD). Despite a solid evidence base, TF-CBT response and attrition rates vary considerably. Pl...
What Can Be Achieved With Motivation-Based Teaching of Medical Students? A Monocentric Retrospective Audit of Retention Among Highly Motivated Graduates Who Underwent the Learning-by-Doing Concept in Anesthesiology and Intensive Care Medicine [0.03%]
基于动机的教学能实现什么目标?单中心回顾性审核高度动机激励的毕业生的学习成果——他们在麻醉学和重症监护医学中通过实践学习概念的成绩分析
Martina Klincova,Hana Harazim,Daniel Schwarz et al.
Martina Klincova et al.
Background: Medical education, in general, is undergoing a significant shift from traditional methods. It becomes very difficult to discover effective teaching methods within the limited possibilities in patient hands-on ...