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A Model Driven Approach to the Design of a Gamified e-Learning System for Clinical Guidelines

Job N Nyameino, Fazle Rabbi, Khalid A Mughal, Martin C Were, Yngve Lamo
2019 Studies in Health Technology and Informatics  
We describe a formal model-driven approach to design a gamified e-learning system for clinical guidelines.  ...  Our approach involves the use of models for different aspects of the system, an entity model for the clinical domain, a workflow model for the clinical processes and a game model to manage the training  ...  The content is solely the responsibility of the authors and does not necessarily represent the official views of the Norwegian Agency for Development Cooperation.  ... 
doi:10.3233/shti190320 pmid:31438021 fatcat:zf3m5lgj5ndfnc37g2d3ptfd7u

Gamification Frameworks and Models for Health Contexts

Murilo Guerreiro Arouca, Isa Beatriz da Cruz Neves, Marcos Ennes Barreto, Carlos Daniel Santana Cruz, Ricardo Lustosa Brito
2021 International journal for innovation education and research  
As well as, the trend and the possibility of observing the use of participatory approaches in models and frameworks of gamification for some health contexts was evidenced.  ...  Conclusions: it is noteworthy that the main gap related to the development of gamification frameworks and models for health contexts is the validation process.  ...  The study describes the development of a gamified e-learning system for clinical guidelines, with the combination of an entity model for the clinical domain, a workflow model for clinical processes and  ... 
doi:10.31686/ijier.vol9.iss9.3350 fatcat:gd4jitlz25blhohp6swxqnn6kq

The maturing of gamification research

Lennart E. Nacke, Sebastian Deterding
2017 Computers in Human Behavior  
Thanks to Dr. Elisa Mekler and Gustavo Tondello for their constructive input and feedback for this editorial. Dr.  ...  Games Institute, Stratford Campus, and the Department of Drama and Speech Communication.  ...  Based on factors like opportunities for social interaction and user representation as well as rewards, Rapp develops nine guidelines for the design of gamified systems.  ... 
doi:10.1016/j.chb.2016.11.062 fatcat:l5lzd7id2jd7bjlctrvkiygjxq

Caregiverspro-Mmd Project: Customization Guidance Document - First Version

I. Paliokas, K. Votis, K. Glykos, L. Makris, S. Segkouli, D. Tzovaras, C. Barrué, F. Tetard, Rafa De Bofarull, K. Paulson, P. Zafeiridi, E. Wolverson (+6 others)
2017 Zenodo  
) of the CAREGIVERSPRO-MMD platform.  ...  This deliverable is the first version of the Customisation Guidance Document (D2.2) which present activities and progress made on gamification (T2.2), personalisation (T2.4) and interface adaptation (T2.5  ...  Based on the challenges and limitations of personalization approaches explained before, CMMD aims to address: Mixed User-and System-Driven Approach Personalization will be the result of a hybrid matchmaker  ... 
doi:10.5281/zenodo.825996 fatcat:pr4zfelngfbgzbor7ebhgooqtm

Recommendations for Implementing Gamification for Mental Health and Wellbeing

Vanessa Wan Sze Cheng
2020 Frontiers in Psychology  
Despite this, enthusiasm for developing gamified mental health technologies, such as interventions, continues to grow.  ...  Finally, it summarizes its conceptual analysis into recommendations for researchers and designers looking to do so.  ...  Subscribing too closely to the taxonomical approach has a danger of implying that gamified systems are made up entirely of the sum of their parts.  ... 
doi:10.3389/fpsyg.2020.586379 pmid:33365001 pmcid:PMC7750532 fatcat:tmwjlmyqgvhxpgncep5wdwuwru

A Survey on Gamification for Health Rehabilitation Care: Applications, Opportunities, and Open Challenges

Nooralisa Mohd Tuah, Fatimah Ahmedy, Abdullah Gani, Lionelson Norbert Yong
2021 Information  
Research trends in gamification have shown a significant diversity in various areas of e-health, particularly in addressing the issues of rehabilitation and physical activity.  ...  However, a limited number of surveys have investigated the gamification of rehabilitation and the use of suitable game techniques for rehabilitation in the literature.  ...  with a basic guideline for crafting and deploying a gameful experience for recovery during rehabilitation.  ... 
doi:10.3390/info12020091 fatcat:nxxh5vf3ijdore2q327uofvnue

Gamification of health professions education: a systematic review

A. E. J. van Gaalen, J. Brouwer, J. Schönrock-Adema, T. Bouwkamp-Timmer, A. D. C. Jaarsma, J. R. Georgiadis
2020 Advances in Health Sciences Education  
This review focused on empirical evidence for the effectiveness of gamification approaches and theoretical rationales for applying the chosen game attributes.  ...  In doing so, we can build on existing theories and gain a practical and comprehensive understanding of how to select the right game elements for the right educational context and the right type of student  ...  Acknowledgements The authors would like to thank Information Specialist Sjoukje van der Werf for her assistance in developing the search strategy.  ... 
doi:10.1007/s10459-020-10000-3 pmid:33128662 fatcat:hygppcz5kvdkblm77c7h3dksea

Short-term effects of sound localization training in virtual reality

Mark A. Steadman, Chungeun Kim, Jean-Hugues Lestang, Dan F. M. Goodman, Lorenzo Picinali
2019 Scientific Reports  
for the active listening group.  ...  In virtual audio systems, which aim to emulate these effects, non-individualized, generic HRTFs are typically used leading to an inaccurate perception of virtual sound location.  ...  The authors would like to thank Brian F.G. Katz and his team at LIMSI-CNRS for the use of the LIMSI Spatialization Engine.  ... 
doi:10.1038/s41598-019-54811-w pmid:31798004 pmcid:PMC6893038 fatcat:hpfgefdgardldmqtgrbjjzgeqy

Health Promotion for Childhood Obesity: An Approach Based on Self-Tracking of Data

Nazaret Gómez del Río, Carina S. González-González, Pedro A. Toledo-Delgado, Vanesa Muñoz-Cruz, Francisco García-Peñalvo
2020 Sensors  
Furthermore, it presents the results of a gamified program applied for three years in children with obesity and the process of evaluating the quantified-self model with experts.  ...  These applications generate a considerable amount of tracked activity data. Consequently, our approach is based on the quantified-self model for recommending healthy activities.  ...  Acknowledgments: The authors, thanks to the children, families, schools, professionals, and collaborators of the PROVITAO project. Conflicts of Interest: The authors declare no conflict of interest.  ... 
doi:10.3390/s20133778 pmid:32640540 fatcat:dwgzcmsxzrce7kqicvephw5kii

Gamifying the Infection Control Curriculum: The Impact on Nursing Students' Knowledge, Exam Performance, and Course Perception

Tomislav Mestrovic, Jasminka Talapko, Tina Cikac, Marijana Neuberg
2021 Antimicrobial Stewardship and Healthcare Epidemiology  
Unlike passive didactic teaching, the introduction of innovative active-learning approaches to university nursing curricula aims to address the educational content in an interactive learning environment  ...  We appraised the effectiveness of introducing an interactive game based on a popular television quiz show "Who Wants to be a Millionaire?"  ...  interventions. ( 4 Background: Unlike passive didactic teaching, the introduction of innovative active-learning approaches to university nursing curricula aims to address the educational content in  ... 
doi:10.1017/ash.2021.128 fatcat:xmwzd5ug45bsbkbmccnwo2mc3u

PNF 2.0? Initial evidence that gamification can increase the efficacy of brief, web-based personalized normative feedback alcohol interventions

Sarah C. Boyle, Andrew M. Earle, Joseph W. LaBrie, Daniel J. Smith
2017 Addictive Behaviours  
This study examines whether a novel, gamified PNF intervention format, which includes a point-based reward system, the element of chance, and personal icons to visually represent users, is more effective  ...  Further, a mediation model demonstrated that this effect was driven by larger reductions in perceived drinking norms among participants assigned to receive CampusGANDR, relative to control.  ...  to reward participants for accurate perceptions of peers' behaviors using a system of points.  ... 
doi:10.1016/j.addbeh.2016.11.024 pmid:27978426 pmcid:PMC5279922 fatcat:eggehgj62rh73hwflzxq6n55gu

PEERNaija: A Gamified mHealth Behavioral Intervention to Improve Adherence to Antiretroviral Treatment Among Adolescents and Young Adults in Nigeria

Aima A. Ahonkhai, Leslie J. Pierce, Samuel Mbugua, Benjamin Wasula, Samuel Owino, Ashley Nmoh, Ifeoma Idigbe, Oliver Ezechi, Sandra Amaral, Agatha David, Prosper Okonkwo, Nadia Dowshen (+1 others)
2021 Frontiers in Reproductive Health  
Ongoing evaluations of PEERNaija will provide important data for the potential role for a gamified, smartphones application to deliver multifaceted adherence interventions for vulnerable AYA-HIV in SSA  ...  The rapid proliferation of smart phones in SSA provides an opportunity to leverage novel approaches to promote adherence to life-saving antiretroviral therapy (ART) for adolescents and young adults living  ...  Similarly, PEERNaija is a theory-driven and user-centered gamified smartphone application designed to improve medication adherence for AYA-HIV living in LMICs, with the application's initial implementation  ... 
doi:10.3389/frph.2021.656507 pmid:35237765 pmcid:PMC8887881 fatcat:udql4qd7qbecxolo2e7ss3yewu

Gamification in theory and action: A survey

Katie Seaborn, Deborah I. Fels
2015 International Journal of Human-Computer Studies  
We discuss how gamification may to be more usefully presented as a subset of a larger effort to improve the user experience of interactive systems through gameful design.  ...  We present a multidisciplinary review of gamification in action, focusing on empirical findings related to purpose and context, design of systems, approaches and techniques, and user impact.  ...  Acknowledgments We would like to thank the Natural Sciences and Engineering Research Council of Canada (Grant no. 184220-2010) and  ... 
doi:10.1016/j.ijhcs.2014.09.006 fatcat:bz22n5poirbqhbucawf4r5ghhy

The role of RDoC in future classification of mental disorders

2020 Phlebolymphology  
Key features of the RDoC framework include an emphasis on functional dimensions that range from normal to abnormal, integration of multiple measures in study designs (which can foster computational approaches  ...  The Research Domain Criteria (RDoC) project constitutes a translational framework for psychopathology research, initiated by the National Institute of Mental Health in an attempt to provide new avenues  ...  Acknowledgments/Disclosures: The author reports no financial conflicts of interest.  ... 
doi:10.31887/dcns.2020.22.1/bcuthbert pmid:32699508 pmcid:PMC7365298 fatcat:5kkl6jor6bgtfodta2wdlxqbtq

Initiative to Improve Evidence-Based Chronic Obstructive Pulmonary Disease Hospitalist Care Using a Novel On-Line Gamification Patient Simulation Tool: A Prospective Study

Jodi Strong, Larry Weems, Trever Burgon, Jeremy Branch, Jenny Martin, David Paculdo, Diana Tamondong-Lachica, Jamielyn Cruz, John Peabody
2021 Healthcare  
over the six months prior to the introduction of the simulated patients, the four months while caring for the simulated patients, and the six months after.  ...  We created a series of gamified acute-care COPD case simulations with real-time feedback over 16 weeks then performed a year-over-year analytic comparison of the cost, length of stay (LOS), and revisits  ...  The clinical and economic burden of COPD exists in spite of the established guidelines for improving COPD management.  ... 
doi:10.3390/healthcare9101267 pmid:34682947 fatcat:2q7gpovh7be3xarsxjtbur4ht4
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