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2.
JMIR Perioper Med ; 7: e56033, 2024 Aug 14.
Artigo em Inglês | MEDLINE | ID: mdl-39141909

RESUMO

BACKGROUND: Digital technology and gamified apps can be useful in the health care context. Gamification uses technology to influence users' actions and motivations through experiences that resemble games. Patient adherence to the enhanced recovery after surgery (ERAS) program is crucial for achieving early recovery after surgery and continuous monitoring is essential for obtaining good results. OBJECTIVE: This study aimed to describe the development and validation of a mobile app for enhanced recovery after surgery (MobERAS), a gamified mobile health app for telemonitoring patients in the postoperative period based on the ERAS program, and to evaluate its functionality and usability and the experience of patients, health care professionals, and computer professionals with its use. METHODS: We developed MobERAS for postoperative telemonitoring, with active participation of patients in the process, and offering availability of real-time information for the health team. The app development process included idealization, interdisciplinary team formation, potential needs assessment, and product deployment. Usability tests were conducted throughout the development process with improvements, technical adjustments, and updates. After finalization, comprehensive verification tests were performed. The parameters evaluated are those that can influence the length of hospital stay, such as nausea, vomiting, pain scales, return to normal gastrointestinal function, and thromboembolic events. MobERAS was designed to be downloaded by users on their phones, tablets, or other mobile devices and to provide postoperative data. The app has a GPS that monitors the patient's walking time and distance and is connected to a virtual database that stores the collected data. RESULTS: Women undergoing medium and major gynecologic oncologic surgeries were included. We included 65 patients with an average age of 53.2 (SD 7.4, range 18-85) years. The time of use ranged from 23.4 to 70 hours (mean 45.1, SD 19.2 hours). Regarding adherence to the use of MobERAS, the mean fill rate was 56.3% (SD 12.1%, range 41.7%-100%), and ambulation data were obtained for 60 (92.3%) of the 65 patients. The researcher had access to the data filled out by the patients in real time. There was good acceptance of the use of MobERAS by the patients, with good evaluation of the app's usability. MobERAS was easy to use and considered attractive because of its gamified design. The app was rated as good or very good in all items by health care professionals (n=20) and professionals specializing in technological innovation (n=10). CONCLUSIONS: MobERAS is easy to use, safe, well accepted by patients, and well evaluated by experts. It can be of great use in clinical surgical practice and an important tool for greater engagement of patients and health care professionals with the ERAS program.

3.
Int. j. morphol ; 42(3): 673-678, jun. 2024. ilus, tab
Artigo em Espanhol | LILACS | ID: biblio-1564625

RESUMO

En el marco de un proceso de aprendizaje activo, se investigó el rendimiento académico a corto y a largo plazo de los estudiantes en dos sesiones prácticas de la asignatura de Histología a las que se incorporó un escape room. También se evaluó su impacto en la motivación y la retención del conocimiento. Los estudiantes fueron clasificados en un grupo control, que siguió una metodología de enseñanza tradicional, y un grupo experimental, que participó en la actividad del escape room. Los resultados revelaron mejoras significativas en las calificaciones posteriores a la intervención en el grupo experimental. El estudio también evaluó la percepción estudiantil de la experiencia del escape room que demostró valoraciones muy satisfactorias.


SUMMARY: In the context of an active learning process, this study investigated the short-term and long-term academic performance of students in two practical sessions of the Histology course, which included an escape room activity. The impact of this approach on motivation and knowledge retention was also assessed. Students were divided into a control group, which followed a traditional teaching methodology, and an experimental group, which participated in the escape room activity. The results revealed significant improvements in post-intervention grades in the experimental group. Additionally, the study assessed students' perceptions of the escape room experience, which showed highly satisfactory evaluations.


Assuntos
Humanos , Estudantes/psicologia , Gamificação , Histologia/educação , Aprendizagem , Desempenho Acadêmico , Motivação
4.
Front Psychiatry ; 15: 1297332, 2024.
Artigo em Inglês | MEDLINE | ID: mdl-38726380

RESUMO

Gamified interventions are an emerging approach in mental health treatment and prevention. Their positive effects on managing various clinical conditions stem from enhancing social skills. However, cost-effective options like Table-top Role-Playing Games (TTRPGs), which offer similar benefits to other game-based interventions, lack standardized methods for ensuring replicability. In this regard, the method outlined in this study endeavors, in a structured and guided manner drawing from the Consolidated Framework for Implementation Research (CFIR), to establish a six-step protocol for developing an intervention method utilizing TTRPGs. In all Steps, we aim to anchor ourselves in robust literature concerning social skills training (SST), cognitive behavioral therapy (CBT), and gamification comprehensively. Thus, the method presented encompasses the objectives of SST, the strategies of CBT, and the dynamics of gamification via TTRPGs. Furthermore, we demonstrate a possible application of the method to illustrate its feasibility. Ultimately, the final method is structured, evidence-based, easily applicable, cost-effective, and thus viable. Mental health professionals seeking a structured and instructional tool for protocol development will find support in the method proposed here.

5.
Espaç. saúde (Online) ; 25: 1-11, 02 abr. 2024. ilus
Artigo em Português | LILACS | ID: biblio-1553208

RESUMO

As queimaduras são um problema de saúde pública e geram repercussões físicas, psicológicas e sociais, podendo evoluir ao óbito. O objetivo deste estudo é desenvolver um jogo que possa distribuir informação, com foco na prevenção de queimaduras, servindo como alternativa para educação em saúde. Trata-se de uma pesquisa tecnológica para o desenvolvimento experimental de um game focando na prevenção de queimaduras infantis com a utilização do método da problematização pautada no Arco de Maguerez. A gamificação é uma alternativa inovadora para a capacitação e mudança de comportamento e a educação em saúde é uma ferramenta estratégica que auxilia e fortalece o cuidado. O jogo foi feito para crianças de seis a dez anos e será disponibilizado em ambiente virtual para dispositivo Android. Foi solicitado auxílio de um profissional em linguagem de programação para programar o jogo. Atualmente é necessário acompanhar as inovações e tecnologias, melhorando a interação com as crianças.


Burns are a public health problem and result in physical, psychological as well as social repercussions, leading to death. The objective of this study is to develop a game that can distribute information, with the focus on burn prevention and serving as an alternative for health education. This is technological research for the experimental development of a game focusing on the prevention of childhood burns and using the problematization method based on the Maguerez Arch. Gamification is an innovative alternative for training and for behavioral changing and health education is a strategic tool that helps and strengthens care. The game was made for children aged six to ten years old and will be made available in a virtual environment for Android devices. Assistance from a programming language professional was required to program the game. Nowadays, it is necessary to keep up with innovations and technologies, improving interaction with children.


Las quemaduras son un problema de salud pública y generan repercusiones físicas, psicológicas y sociales, provocando la muerte. El objetivo de este estudio es desarrollar un juego que pueda difundir información, com el foco en em la prevención de quemaduras, sirviendo como una alternativa para la educación en salud. Se trata de una investigación tecnológica para el desarrollo experimental de um juego enfocado a la prevención de quemaduras infantiles mediante el método de problematización basado en el Arco de Maguerez. La gamificación y la educación en salud es una herramienta estratégica que ayuda y fortalece los cuidados. El juego fue diseñado para niños de seis a diez años y estará disponible en un entorno virtual para dispositivos Android. Fue solicitada la ayuda de un profesional de lenguajes de programación para programar el juego. Actualmente, es necesario mantenerse al día con las innovaciones y tecnologías, mejorando la interacción con los niños. Actualmente, es necessário mantenerse al día con las innovaciones y tecnologias, mejorando la interacción com los niños.

6.
Games Health J ; 13(4): 268-277, 2024 Aug.
Artigo em Inglês | MEDLINE | ID: mdl-38563685

RESUMO

Background: Children can learn efficiently with well-designed serious games. The use of applications to promote health has proliferated, but there is a lack of scientific studies on educational games in oral health. Materials and Methods: We developed the Brazilian version of a British and Jordanian oral health education game for children from the perspectives of Brazilian specialists and users. This descriptive study, with a qualitative and quantitative approach, comprised three phases: I-Experts' discussion of the appropriateness of the previous version of the game to Brazil; II-Development of the first Brazilian version of the game; and III-Evaluation of the first version with 15 children from 4 to 8 years of age. Results: In Phase I, the specialists agreed with the development of the Brazilian version of the game, with minor adjustments on: advice on eating; advice on oral hygiene habits, users' age group, game characters, and game purpose. Phase II: a version with a few changes in images and recommendations, written and spoken in Brazilian Portuguese. Phase III: The global average of correct answers in the game's tasks was 75.3%, ranging from 50.0% to 100%. Children reported having fun with the game, and most understood the content and its interface; their parents found the information relevant and enjoyed the gameplay with their children. Conclusions: The Oral Health Education Game offered basic information for preventing dental caries to Brazilian children aged 4-8 years old in an interactive and fun way; it could support professionals in improving oral health education.


Assuntos
Saúde Bucal , Jogos de Vídeo , Humanos , Criança , Saúde Bucal/normas , Saúde Bucal/educação , Pré-Escolar , Masculino , Feminino , Brasil , Jogos de Vídeo/normas , Jogos de Vídeo/psicologia , Educação em Saúde/métodos , Educação em Saúde/normas
7.
Am J Health Promot ; 38(6): 820-824, 2024 Jul.
Artigo em Inglês | MEDLINE | ID: mdl-38387084

RESUMO

PURPOSE: To evaluate the effectiveness of gamified versus nongamified health promotion interventions on cardiometabolic health and fitness parameters in healthcare worker women. DESIGN: Randomized parallel group trial. SETTING: A public outpatient health center in Brazil. SUBJECTS: Women employees (included: n = 29; lost to follow-up: n = 1; analyzed: n = 28). INTERVENTIONS: 8 weeks of gamified (n = 15) or nongamified (n = 13) interventions, consisting of health lectures, nutritional counseling, and supervised exercise training. The gamified group was divided into teams that received points based on completion of health goals/tasks. MEASURES: Anthropometric, cardiometabolic and physical fitness parameters. ANALYSIS: Two-way ANOVA with repeated measures (group vs. time), and Bonferroni post hoc tests. RESULTS: Body mass (-1.5 ± 1.5 kg), waist circumference (-1.6 ± 3.0 cm), HbA1C (-.2 ± .3%), triglycerides (-21.5 ± 48.2 mg/dl), systolic (-11.1 ± 7.9 mmHg) and diastolic (-7.1 ± 5.8 mmHg) blood pressure, as well as sit and reach (3.9 ± 3.0 cm) and six-minute walking (56 ± 37 m) performance improved (P < .05) only after the gamified intervention. Sit-to-stand performance improved after both the gamified (-1.18 ± 1.24 s) and nongamified (-1.49 ± 1.87 s) interventions. CONCLUSION: The gamified intervention was more effective than the nongamified intervention for improving cardiometabolic and physical fitness parameters, suggesting that gamification may be an effective tool for promoting health in healthcare worker women.


Assuntos
Exercício Físico , Promoção da Saúde , Aptidão Física , Local de Trabalho , Humanos , Feminino , Promoção da Saúde/métodos , Promoção da Saúde/organização & administração , Adulto , Aptidão Física/fisiologia , Pessoa de Meia-Idade , Dieta Saudável , Pessoal de Saúde , Brasil , Pressão Sanguínea
8.
Adv Physiol Educ ; 48(2): 180-185, 2024 Jun 01.
Artigo em Inglês | MEDLINE | ID: mdl-38174371

RESUMO

Reading nutrition facts labels is a competency for which training is given in several nutrition education programs, especially in obesity outreach workshops. The Top Trumps-style card game is commonly used in obesity prevention educational programs to engage participants in reading nutrition facts labels; however, the success of TV cooking shows among children and teenagers has not been explored for educational purposes. This paper is a descriptive study of developing a gamified activity as part of the one-time outreach workshop facilitated by the Obesity and Comorbidities Research Center (OCRC) in Brazil. By playing the MestreChef Nutritional (MCN) game, participants followed similar rules as the corresponding TV cooking show. They were challenged to decide to select food items, calculate dietary food intake, and prepare a recipe to visualize the proportion of macronutrients contained in daily diets. The analysis of the nutritional dietary table completed by participants revealed to be a rich source of information, and we identified in our cohort that selecting an adequate number of food items and making healthy food choices was not concerning. However, their lack of competency in performing mathematical reasoning, particularly in calculating serving sizes and converting grams of macronutrients into calories, was evident. Moreover, facilitators of the workshops agreed that the MCN game presents definitively more didactic effectiveness and playability than the Foods Top Trumps, a former game used in the outreach workshops. The MCN game nourishes the engagement of the participants in learning nutrition-related concepts and may be an efficient didactic resource to improve nutrition knowledge in outreach activities when an alternative method is required to stimulate reading nutrition facts labels.NEW & NOTEWORTHY Reading nutrition facts labels is a typical activity promoted in obesity prevention educational programs. By playing the MestreChef Nutritional, participants can immerse in the context of a food TV show game to have the first contact with reading nutrition facts labels for a learning purpose. However, the game can reveal the participant's limitations in mathematical reasoning despite the didactic potential of the game in promoting obesity-related physiology concepts.


Assuntos
Dieta , Educação em Saúde , Adolescente , Criança , Humanos , Educação em Saúde/métodos , Rotulagem de Alimentos/métodos , Ingestão de Energia , Obesidade/prevenção & controle , Conhecimentos, Atitudes e Prática em Saúde
9.
Texto & contexto enferm ; 33: e20230248, 2024. tab, graf
Artigo em Inglês | LILACS-Express | LILACS, BDENF - Enfermagem | ID: biblio-1560575

RESUMO

ABSTRACT Objective: to validate an educational technology as a teaching resource for teaching mental health nursing. Method: this is a methodological study, carried out through agreement among expert judges and the target audience, for content validity and appearance assessment of an educational game. A total of 11 expert judges and 114 students from two universities participated in the study. For validity, the Content Validity Index was used. Results: the teaching-pedagogical resource assessment reached an overall Content Validity Index equal to 88.5%. Items 7 and 9 obtained an Individual Content Validity Index of less than 78%. In view of this, these items were reassessed and adjusted according to suggested changes. For the domains assessed regarding educational game appearance, percentages were obtained that were between 85.9% and 97.3%. Conclusion: the assessments triggered adjustments to the game's theoretical-scientific content, making it capable of being used as an educational resource for the mental health discipline in nursing courses.


RESUMEN Objetivo: validar una tecnología educativa como recurso didáctico para la enseñanza de enfermería en salud mental. Método: estudio metodológico, realizado mediante acuerdo entre jueces expertos y el público objetivo, para validar el contenido y evaluar la apariencia de un juego educativo. En el estudio participaron 11 jueces expertos y 114 estudiantes de dos universidades. Para la validación se utilizó el Índice de Validez de Contenido. Resultados: la evaluación del recurso docente-pedagógico alcanzó un Índice Global de Validez de Contenido igual al 88,5%. Los ítems 7 y 9 obtuvieron un Índice de Validez de Contenido Individual inferior al 78%. Ante lo anterior, dichos ítems fueron reevaluados y ajustados de acuerdo a los cambios sugeridos. Para los dominios evaluados respecto a la apariencia del juego educativo se obtuvieron porcentajes que estuvieron entre 85,9% y 97,3%. Conclusión: las evaluaciones provocaron ajustes en el contenido teórico-científico del juego, haciéndolo apto para su uso como recurso educativo para la disciplina de salud mental en cursos de enfermería.


RESUMO Objetivo: Validar uma tecnologia educacional como recurso didático para o ensino de enfermagem em saúde mental. Método: Estudo metodológico, realizado através da concordância entre os juízes especialistas e do público-alvo, para a validação do conteúdo e avaliação da aparência de um jogo educacional. Participaram do estudo 11 juízes especialistas e 114 alunos de duas universidades. Para a validação, foi utilizado o Índice de Validade de Conteúdo. Resultados: A avaliação do recurso didático-pedagógico atingiu um Índice de Validade de Conteúdo Global igual a 88,5%. Os itens 7 e 9 obtiveram um Índice de Validade de Conteúdo Individual inferior a 78%. À vista disso, esses itens foram reavaliados e ajustados conforme as alterações sugeridas. Para os domínios avaliados referentes à aparência do jogo educacional, foram obtidos percentuais que estiveram entre 85,9% e 97,3%. Conclusão: As avaliações desencadearam adequações no conteúdo teórico-científico do jogo, tornando-o apto a ser empregado como recurso educacional da disciplina de saúde mental nos cursos de enfermagem.

10.
Rev. bras. enferm ; Rev. bras. enferm;77(2): e20230414, 2024.
Artigo em Inglês | LILACS-Express | LILACS, BDENF - Enfermagem | ID: biblio-1565288

RESUMO

ABSTRACT Objectives: to understand nursing students' perception regarding Escape Room use to develop leadership skills. Methods: a qualitative exploratory-descriptive study, with 97 nursing students. Escape Room game sessions were held, totaling ten. Subsequently, a debriefing and analysis was carried out using the Discourse of the Collective Subject method, through the focus group technique. Ethical procedures were respected. Results: students' perceptions about using this methodology to develop leadership skills were positive and significant. The effectiveness of the game in teaching and developing these skills in nursing practice stands out. Final Considerations: the game was an effective active methodology in approaching the proposed content, promoting satisfaction and easy assimilation.


RESUMEN Objetivos: comprender la percepción de estudiantes de enfermería sobre el uso del Escape Room para desarrollar habilidades de liderazgo. Métodos: estudio cualitativo exploratorio-descriptivo, con 97 estudiantes de enfermería. Se realizaron sesiones de juegos de Escape Room, en total diez. Posteriormente, se realizó un debriefing y análisis mediante el método del Discurso del Sujeto Colectivo, mediante la técnica del grupo focal. Se respetaron los procedimientos éticos. Resultados: las percepciones de los estudiantes sobre el uso de esta metodología para desarrollar habilidades de liderazgo fueron positivas y significativas. Se destaca la efectividad del juego en la enseñanza y el desarrollo de estas habilidades en la práctica de enfermería. Consideraciones Finales: el juego resultó una metodología activa eficaz en el abordaje de los contenidos propuestos, promoviendo satisfacción y fácil asimilación.


RESUMO Objetivos: compreender a percepção do discente de enfermagem quanto ao uso do Escape Room para o desenvolvimento de habilidades de liderança. Métodos: estudo qualitativo exploratório-descritivo, com 97 graduandos de enfermagem. Foram aplicadas sessões de jogos de Escape Room, totalizando dez. Posteriormente, foi realizado um debriefing e análise feita pelo método do Discurso do Sujeito Coletivo, por meio da técnica do grupo focal. Os procedimentos éticos foram respeitados. Resultados: as percepções dos discentes sobre o uso dessa metodologia para desenvolver habilidades de liderança foram positivas e significativas. Destacam-se a eficácia do jogo no ensino e o desenvolvimento dessas habilidades na prática da enfermagem. Considerações Finais: o jogo foi uma metodologia ativa efetiva na abordagem do conteúdo proposto, promovendo satisfação e fácil assimilação.

11.
Clin Anat ; 37(1): 12-24, 2024 Jan.
Artigo em Inglês | MEDLINE | ID: mdl-37453079

RESUMO

Gamification has appeared as an alternative educational methodology to traditional tools. Specifically, in anatomy teaching, multiple technological applications have emerged in response to the difficulties of accessing cadaveric material; however, there is insufficient information about the effects of these applications on the performance achieved by students, or about to the best way to adapt learning to meet their educational needs. In this study, we investigated how teaching human anatomy through a mobile gamified technological tool containing recommendation systems can be combined with a virtual assistant to improve the learning and academic performance of medical students in the Anatomy Department at the Universidad de La Frontera in Temuco, Chile and the Anatomy Department at the Pontificia Universidad Católica de Chile. In total, 131 students participated in the experiment, which was divided into two case studies. The main findings led to the conclusion that gamified components support students in learning anatomy. In addition, the predictions and recommendations provided by the virtual assistant enabled the academic aspects that the students needed to improve to be extracted adequately. Future work is expected to support adaptive learning by incorporating new artificial intelligence in education elements that can generate personalized scenarios for studying anatomy based on the application.


Assuntos
Anatomia , Educação Médica , Humanos , Gamificação , Inteligência Artificial , Aprendizagem , Poder Psicológico , Anatomia/educação
12.
Actual. psicol. (Impr.) ; 37(135): 95-110, jul.-dic. 2023. tab, graf
Artigo em Espanhol | LILACS, SaludCR | ID: biblio-1556781

RESUMO

Resumen Objetivos. Identificar si existen mejoras en la interacción social de jóvenes con discapacidad intelectual a través del uso de una metodología basada en el juego de rol. Método. Se realizó un estudio de diseño mixto a partir de un programa de intervención breve, de ocho sesiones de duración, con un total de siete participantes. Para la recolección de datos, se utilizaron técnicas cualitativas y cuantitativas como la observación sistemática, la observación directa no sistematizada y la Escala de Autoevaluación de Habilidades Sociales. Resultados. La intervención arrojó resultados modestos. La prueba W de Wilcoxon muestra diferencias significativas a nivel general. Las observaciones evidencian cambios en los comportamientos de los participantes, sobre todo en lo referente a respuestas alternativas a la agresión, la cuales fueron rápidamente sustituidas por estrategias pacíficas y actitudes dialogantes.


Abstract Objectives. The objective of this study was to identify if there are improvements in social interaction in young people with intellectual disabilities, using a methodology based on role playing. Method. A mixed design study based on a brief intervention program of eight sessions, with a total of seven participants, was used. Qualitative and quantitative techniques were used for data collection: systematic observation, non-systematized direct observation and the Social Skills Self-Assessment Scale. Results. The intervention yielded modest results. The Wilcoxon W test shows significant differences at the general level. Observations show changes in participants' behaviors, especially in terms of alternative responses to aggression, which were quickly replaced by peaceful strategies and dialogic attitudes.


Assuntos
Humanos , Masculino , Feminino , Adolescente , Adulto , Assertividade , Habilidades Sociais , Gamificação , Deficiência Intelectual , Autonomia Pessoal , Interação Social
13.
Front Psychiatry ; 14: 1257685, 2023.
Artigo em Inglês | MEDLINE | ID: mdl-38025467

RESUMO

Background: The realm of virtual games, video games, and e-sports has witnessed remarkable and substantial growth, captivating a diverse and global audience. However, some studies indicate that this surge is often linked to a desire to escape from real life, a phenomenon known as escapism. Much like substance abuse, escapism has been identified as a significant motivator, leading to adverse outcomes, including addiction. Therefore, it is crucial to comprehend the existing research on the connection between escapism and engagement in virtual gaming. This understanding can shed light on the reasons behind such practices and their potential impact on mental and public health. Purpose: The objective of this systematic review is investigate the findings pertaining to association between escapism and the practice of virtual games, such as video-games and e-sport. Methods: PUBMED and SCOPUS database were systematically searched. Six independent researchers screened articles for relevance. We extracted data regarding escapism-related measures, emotional/mental health-related measures and demographic information relevant to the review purpose. Results: The search yielded 357 articles, 36 were included. Results showed that: (i) Escapist motivation (EM) is one of the main motives for playing virtual games; (ii) EM is related to negative clinical traits; (iii) EM predicts negative psychological/emotional/mental health outcomes; (iv) EM is associated with impaired/negative perception of the real-world life; (v) EM predicts non-adaptive real social life; and (vi) EM is associated with dysfunctional gaming practices in some cases. However, EM can have beneficial effects, fostering confidence, determination, a sense of belonging in virtual communities, and representation through avatars. Furthermore, the reviewed findings suggest that EM was positively linked to mitigating loneliness in anxious individuals and promoting social activities that preserved mental health among typical individuals during the pandemic. Conclusion: Our review reinforces the evidence linking EM in the context of virtual games to poor mental health and non-adaptive social behavior. The ensuing discussion explores the intricate connection between escapism and mental health, alongside examining the broad implications of virtual gaming practices on underlying motivations for escapism in the realms of social cognition, health promotion, and public health.

14.
JMIR Form Res ; 7: e39838, 2023 Nov 10.
Artigo em Inglês | MEDLINE | ID: mdl-37948110

RESUMO

BACKGROUND: Insufficient levels of treatment adherence can have adverse effects on the outcomes of physical rehabilitation. To address this issue, alternative approaches to traditional therapies, such as serious games, have been designed to enhance adherence. Nevertheless, there remain gaps in the development of serious games concerning the effective implementation of motivation, engagement, and the enhancement of treatment adherence. OBJECTIVE: This study aims to design a conceptual framework for the development of serious games that incorporate essential adherence factors to enhance patient compliance with physical rehabilitation programs. METHODS: We formulated a conceptual framework using iterative techniques inspired by a conceptual framework analysis. Initially, we conducted a comprehensive literature review, concentrating on the critical adherence factors in physical rehabilitation. Subsequently, we identified, categorized, integrated, and synthesized the concepts derived from the literature review to construct the conceptual framework. RESULTS: The framework resembles a road map, comprising 3 distinct phases. In the initial phase, the patient's characteristics are identified through an initial exploration. The second phase involves the development of a serious game, with a focus on enhancing treatment adherence by integrating the key adherence factors identified. The third phase revolves around the evaluation of the serious game. These phases are underpinned by 2 overarching themes, namely, a user-centered design and the GameFlow model. CONCLUSIONS: The conceptual framework offers a detailed, step-by-step guide for creating serious games that incorporate essential adherence factors, thereby contributing to improved adherence in the physical rehabilitation process. To establish its validity, further evaluations of this framework across various physical rehabilitation programs and user groups are necessary.

15.
Front Public Health ; 11: 1209520, 2023.
Artigo em Inglês | MEDLINE | ID: mdl-37744509

RESUMO

Background: Gamification has proven to be a significant tool for health promotion, with a particular focus on physical activities such as Exergames, which improve not only physical, but also cognitive health. However, it is still not clear what effect the practice of Exergames has on changing the emotional experience. Purpose: The objective of this systematic review is to evaluate the impact of Exergames training on emotional experience. Methods: A systematic search was conducted in the PUBMED and SCOPUS databases. The relevant articles were screened independently by three researchers. Data concerning emotional measures and Exergame practice were extracted for analysis. Results: The search yielded 38 articles, of which 16 were included. Exergames were found to significantly impact happiness, anxiety, depressive symptoms, mental health-related quality of life, self-worth, self-esteem, self-efficacy, perceived behavioral control, vigor, vitality, intrinsic motivation, perceived energy, and relaxation. Conclusion: Our review supports the evidence that the practice of physical activity through Exergames, on the emotional experience generally generates an increase in positive emotions. In this sense, the results found support both the use of Exergames as a leisure activity that promotes wellbeing and emotional regulation, as well as for health promotion, public health, and clinical practice purposes. Our review strongly supports the notion that engaging in physical activity through Exergames generally leads to an increase in positive emotions. As a result, these findings endorse the utilization of Exergames as a leisure activity to promote well-being and emotional regulation. Moreover, Exergames hold potential for health promotion, public health, and clinical practice purposes.


Assuntos
Jogos Eletrônicos de Movimento , Qualidade de Vida , Emoções , Exercício Físico , Ansiedade
16.
Educ. med. super ; 37(3)sept. 2023. ilus
Artigo em Espanhol | LILACS, CUMED | ID: biblio-1528544

RESUMO

Introducción: La revolución digital ha llegado al campo educativo y exige que los entornos educativos digitales generen experiencias educativas contundentes. Para realizar este proceso, es fundamental diseñar y construir un material educativo digital (MED) ajustado a los lineamientos tecnológicos, técnicos y pedagógicos enmarcados en la neurobiología del aprendizaje (NA) del estudiante. Objetivo: Evaluar los elementos necesarios para la producción de un material educativo digital (MED) inédito, mediante su implementación en estudiantes. Métodos: Se realizó un análisis cuantitativo a través del Test de Wilcoxon SR con el software SPSS de IBM, y un análisis cualitativo con el software QDA Miner. Posteriormente, se triangularon los datos. Resultados: En el análisis cuantitativo se obtuvo una diferencia estadísticamente significativa entre el pretest y el postest (p < 0,001) y la mediana entre dicha diferencia de 22,6 por ciento. En el análisis cualitativo se definieron tres categorías: los comentarios positivos de la experiencia, las sugerencias de los estudiantes al proceso y las dificultades técnicas surgidas durante la implementación. Conclusiones: Son evidentes el interés, la motivación, el enganche y el disfrute de los estudiantes de una forma activa en el proceso de aprendizaje, que proporcionan un punto de partida para transformar las prácticas educativas con resultados significativos(AU)


Introduction: The digital revolution has reached the educational field and demands that digital educational environments generate powerful educational experiences. To carry out this process, it is essential to design and build a digital educational material adjusted to the technological, technical and pedagogical guidelines framed in the student's neurobiology of learning. Objective: To evaluate the necessary elements for the production of an unpublished digital educational material, through its implementation in students. Methods: A quantitative analysis was performed through the Wilcoxon SR test using the IBM SPSS software, together with a qualitative analysis using the QDA Miner software. Subsequently, the data were triangulated. Results: The quantitative analysis yielded a statistically significant difference between pretest and posttest (p < 0.001), as well as a median difference of 22.6 percent. The qualitative analysis permitted to define three categories: positive comments on the experience, the students' suggestions to the process, and technical difficulties encountered during the implementation. Conclusions: The students' active interest in, motivation for, engagement towards and enjoyment of the learning process are evident, facts that provide a starting point for transforming educational practices with significant outcomes(AU)


Assuntos
Humanos , Materiais de Ensino , Tecnologia Digital/educação , Neurobiologia/educação
17.
Adv Physiol Educ ; 47(3): 557-561, 2023 Sep 01.
Artigo em Inglês | MEDLINE | ID: mdl-37289951

RESUMO

In health courses, the students must be familiar with the effects of intravenous solutions on cell volume and function, a topic where there can be learning difficulties and misunderstandings. Since educational games can assist in understanding complex concepts, we created a game relating solution osmolarity and tonicity to red blood cell volume that was used in undergraduate Dentistry and Medicine courses. The students, working in groups, completed the game board by indicating the effect of the solutions on the red blood cell volume and classifying the solutions in terms of tonicity and osmolarity. The student indicated that the use of the educational game contributed to their understanding of osmolarity and tonicity.NEW & NOTEWORTHY This study describes an educational game for teaching osmolarity and tonicity, using classical red blood cell experiment results. The game was used during dialogic teaching, which was interrupted three times so that the student groups could answer questions about the experiments by completing a table describing the effects of different solutions on cell volume. According to the students' perception, the game contributed to their understanding of osmolarity and tonicity as related to human cells.


Assuntos
Estudantes de Medicina , Humanos , Avaliação Educacional , Atitude , Concentração Osmolar , Ensino
19.
Saúde Pesqui. (Online) ; 16(1): e11194, jan.-mar. 2023.
Artigo em Português | LILACS-Express | LILACS | ID: biblio-1438045

RESUMO

O mercado de games digitais no Brasil tem um crescimento de destaque nos últimos anos. Nessa área têm se destacado os jogos educativos, que demonstram resultados positivos para a prática de gamificação no processo de aprendizado. Este artigo apresenta um jogo sério em formato de quiz que visa informar sobre a COVID-19, ressaltando a importância do compartilhamento de informações verídicas sobre o vírus. Faz-se uso de uma metodologia para regionalização de informações com ênfase nas situações cotidianas pretendendo, assim, combater falsas informações de forma prática, escalável e lúdica. Os resultados, obtidos a partir da validação com 30 estudantes que testaram o game, serviram de material de apoio para melhorias no jogo e apontam que, mesmo utilizando técnicas relativamente simples e já usuais no cenário de jogos sérios, é possível inovar nesse campo e fornecer à sociedade uma ferramenta conectada ao momento e às dificuldades por ele enfrentadas.


The market for digital games in Brazil has been growing prominently in recent years. In this area, educational games have been highlighted, which demonstrate positive results for the practice of gamification in the learning process. This article presents a serious quiz game that aims to inform you about the COVID-19, highlighting the importance of sharing truthful information about the virus. Making use of a methodology for regionalization of information with emphasis on everyday situations, thus intending to combat false information in a practical, scalable and playful way. The results, obtained from the validation with 30 students who tested the game, served as supporting material for improvements in the game and point out that, even using relatively simple and already usual techniques in the serious game scenario, it is possible to innovate in this field and provide society with a tool connected to the moment and difficulties it faces.

20.
Int J Artif Intell Educ ; : 1-38, 2023 Jan 10.
Artigo em Inglês | MEDLINE | ID: mdl-36685293

RESUMO

Personalized gamification aims to address shortcomings of the one-size-fits-all (OSFA) approach in improving students' motivations throughout the learning process. However, studies still focus on personalizing to a single user dimension, ignoring multiple individual and contextual factors that affect user motivation. Unlike prior research, we address this issue by exploring multidimensional personalization compared to OSFA based on a multi-institution sample. Thus, we conducted a controlled experiment in three institutions, comparing gamification designs (OSFA and Personalized to the learning task and users' gaming habits/preferences and demographics) in terms of 58 students' motivations to complete assessments for learning. Our results suggest no significant differences among OSFA and Personalized designs, despite suggesting user motivation depended on fewer user characteristics when using personalization. Additionally, exploratory analyses suggest personalization was positive for females and those holding a technical degree, but negative for those who prefer adventure games and those who prefer single-playing. Our contribution benefits designers, suggesting how personalization works; practitioners, demonstrating to whom the personalization strategy was more or less suitable; and researchers, providing future research directions. Supplementary Information: The online version contains supplementary material available at 10.1007/s40593-022-00326-x.

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