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The development approach of a pedagogically-driven serious game to support Relationship and Sex Education (RSE) within a classroom setting

Sylvester Arnab, Katherine Brown, Samantha Clarke, Ian Dunwell, Theodore Lim, Neil Suttie, Sandy Louchart, Maurice Hendrix, Sara de Freitas
2013 Computers & Education  
Early efficacy testing of the game solution was validated through a clusterrandomized controlled trial in local schools (n ¼ 505) indicated some positive outcomes in favour of the game-based approach,  ...  Psychological targets for game content were identified through Intervention Mapping (IM) and the game design process was based on the Four-Dimensional Framework of Learning (4DF) emphasizing the context  ...  Acknowledgements The authors would like to acknowledge all of the schools who have been and continue to be involved in evaluation work, the stakeholders who helped us develop the game and the funder: the  ... 
doi:10.1016/j.compedu.2013.06.013 fatcat:hektqh2d2vgd7mkzb4tfqsdqvm

Juegos serios para el tratamiento o la prevención de la depresión: una revisión sistemática

Theresa M. Fleming, Colleen Cheek, Sally N. Merry, Hiran Thabrew, Heather Bridgman, Karolina Stasiak, Matthew Shepherd, Yael Perry, Sarah Hetrick
2015 Revista de Psicopatología y Psicología Clínica  
We aimed to review evidence regarding serious games for depression. We undertook electronic searches of PsycInfo, EMBASE and Medline, using terms relevant to computer games and depression.  ...  Nine studies relating to a total of six interventions met inclusion criteria. Most studies were small and were carried out by the developers of the programs.  ...  It uses elements of gaming to engage the user with the program: users select a character that represents them and are tasked with a mission to travel to their homeland through a fantasy world comprised  ... 
doi:10.5944/rppc.vol.19.num.3.2014.13904 fatcat:vgjhwkfcqfdtfig7p6pbpx7ykm

Augmenting Virtual Spaces: Affective Feedback in Computer Games [chapter]

Stuart Cunningham, John Henry, Jonathan Weinel
2020 Springer Series on Cultural Computing  
In this chapter, a review is provided of the affective gaming field.  ...  Computer games can be considered a form of art insomuch as they are critiqued, revered and collected for their aesthetics in addition to their ludic qualities.  ...  Existing research in the field investigates measuring student engagement through the IoT and serious games [30] .  ... 
doi:10.1007/978-3-030-42097-0_13 fatcat:dey677mfrzgkxkc5qmatjaz3le

Games are motivating, aren´t they? Disputing the arguments for digital game-based learning

Wim Westera
2015 International Journal of Serious Games  
The growing popularity of game-based learning reflects the burning desire for exploiting the involving and motivating characteristics of games for serious purposes.  ...  However, standing up for a good cause is easily replaced with the unconcerned promotion and spread of the word, which tends to make gaming an article of faith.  ...  In the past, however, various scholars have disqualified randomised controlled trials.  ... 
doi:10.17083/ijsg.v2i2.58 fatcat:zjis6qtsxfb6hlpmbl35ik3k4u

Internet-based interventions for smoking cessation

Gemma M. J. Taylor, Michael N Dalili, Monika Semwal, Marta Civljak, Aziz Sheikh, Josip Car
2017 The Cochrane library  
Diffusion of an evidence-based smoking cessation intervention through Facebook: a randomised controlled trial study protocol.  ...  A theory-based online health behaviour intervention for new university students (U@Uni): results from a randomised controlled trial. BMC Public Health 2014;14:563.  ...  Risk of bias D A T A A N D A N A L Y S E S Comparison 1. Internet versus non-active control Comparison 4.  ... 
doi:10.1002/14651858.cd007078.pub5 pmid:28869775 fatcat:l3dan4ges5d5lp3wqqzeijmpga

Text messaging and financial incentives to encourage weight loss in men with obesity: the Game of Stones feasibility RCT

Stephan U Dombrowski, Matthew McDonald, Marjon van der Pol, Mark Grindle, Alison Avenell, Paula Carroll, Eileen Calveley, Andrew Elders, Nicola Glennie, Cindy M Gray, Fiona M Harris, Adrian Hapca (+6 others)
2020 Public Health Research  
Main outcome measures The main outcome measures were acceptability and feasibility of recruitment, retention, engagement, intervention components and trial procedures.  ...  Objective To co-produce, with patient and public involvement, an acceptable and feasible randomised controlled trial design to test a men-only weight management intervention.  ...  Colin Fowler from the Men's Health Forum in Ireland, who was involved in the ROMEO systematic review that informed this study, and commented on the grant application, the protocol and this final report  ... 
doi:10.3310/phr08110 fatcat:td3t3quhfnenbnxgds4iugh7o4

Game Features of Cognitive Training

Michael P. Craven, Carlo Fabricatore
2016 2016 International Conference on Interactive Technologies and Games (ITAG)  
Two examples of 'brain training' games are analysed, one with a health (non-leisure) focus that is currently being deployed in a clinical trial (Protect Brain Training Study) and the other focussed on  ...  Cognitive training aimed at older adults is introduced and the issues of engagement and adhesion are discussed.  ...  The views represented are the views of the authors alone and do not necessarily represent the views of the Department of Health in England, NHS, or the National Institute for Health Research.  ... 
doi:10.1109/itag.2016.14 dblp:conf/itag/CravenF16 fatcat:lkww6xtd3rfvzpbf7yvrlmhusa

A systematic literature review of empirical evidence on computer games and serious games

Thomas M. Connolly, Elizabeth A. Boyle, Ewan MacArthur, Thomas Hainey, James M. Boyle
2012 Computers & Education  
Search terms identified 129 papers reporting empirical evidence about the impacts and outcomes of computer games and serious games with respect to learning and engagement and a multidimensional approach  ...  The range of indicators and measures used in the included papers are discussed, together with methodological limitations and recommendations for further work in this area.  ...  Acknowledgements This work has been co-funded by the EU under the FP7, in the Games and Learning Alliance (GaLA) Network of Excellence, Grant Agreement nr. 258169.  ... 
doi:10.1016/j.compedu.2012.03.004 fatcat:4vauau755zg7hk6cvspq57xoii

Videogames for independent living: A novel approach to telehealth

Stuart T. Smith
2011 Telecommunications Journal of Australia  
In this article we address the health-related barriers to independence of older adults and review the evidence for the use of telehealth technologies to facilitate and promote continued independence.  ...  We show as an example work we are doing to address the issue of postural instability and falls in older adults. VIDEOGAMES FOR INDEPENDENT LIVING: A NOVEL APPROACH TO TELEHEALTH 40.1  ...  NOT AT ALL, GAMES CAN BE SERIOUSLY GOOD FOR YOU The use of video games in health is one example of the emerging use of games for "serious" applications.  ... 
doi:10.7790/tja.v61i3.232 fatcat:qjman67emrawvpg7rcotmceppy

Comparing the Effect of Tablet PC Based and Virtual Reality Based Serious Gaming Modules for Basic Life Support Training on Learning Outcome (Preprint)

Emin Aksoy
2019 JMIR Serious Games  
The aim of this study is to compare the effects on the knowledge level of participants after using a tablet-based serious game and a virtual reality (VR)-based serious game for Basic Life Support using  ...  The study was designed as a randomized trial comparing pretest and posttest results. A tablet-based and VR-based serious game with identical content was used for 40 participants.  ...  the tablet-based serious game for BLS and the VR-based serious game for BLS with the help of a pretest and a posttest.  ... 
doi:10.2196/13442 pmid:31042153 pmcid:PMC6660122 fatcat:qjjafmcudnbojjytikao2sbfzy

Preparing Residents Effectively in Emergency Skills Training With a Serious Game

Mary E.W. Dankbaar, Maartje Bakhuys Roozeboom, Esther A.P. B. Oprins, Frans Rutten, Jeroen J.G. van Merrienboer, Jan L.C.M. van Saase, Stephanie C.E. Schuit
2016 Simulation in Healthcare: The Journal of the Society for Simulation in Healthcare  
Training emergency care skills is critical for patient safety but cost intensive. Serious games have been proposed as an engaging self-directed learning tool for complex skills.  ...  The objective of this study was to compare the cognitive skills and motivation of medical residents who only used a course manual as preparation for classroom training on emergency care with residents  ...  ACKNOWLEDGMENT The authors thank the training institution for family practitioners (Stichting SBOH, The Netherlands) for facilitating this research study.  ... 
doi:10.1097/sih.0000000000000194 pmid:27764018 pmcid:PMC5291282 fatcat:usdx2gjuqbcu7orrll2cqib45q

Preventing obesity among adolescent boys: The fitness improvement and lifestyle awareness (FILA Program) randomised controlled trial

L. Peralta, R. Jones, T. Okely
2010 Journal of Science and Medicine in Sport  
two trials: a Proof-of-Concept trial (POC trial) and Pilot Randomised Controlled Trial (Pilot RCT).  ...  to Pilot Randomised Controlled Trial after Social Cognitive Theory Mapping SCT Aspect POC trial Pilot RCT Stimulus material and specific lesson activities engage and direct the attention of adolescent  ...  A) UOW HUMAN RESEARCH ETHICS COMMITTEE APPROVAL (HE06/011) -POC TRIAL B) UOW HUMAN RESEARCH ETHICS COMMITTEE APROVAL (HE06/011) -PILOT RCT In the past ONE month, how much of a problem has this been for  ... 
doi:10.1016/j.jsams.2009.10.175 fatcat:7yk3emxa2fatfaxt6fv6cqvriq

INCORPORATING VIRTUAL REALITY IN NURSE EDUCATION: A QUALITATIVE STUDY OF NURSING STUDENTS' PERSPECTIVES

Mohamad M. Saab, Josephine Hegarty, David Murphy, Margaret Landers
2021 Nurse Education Today  
Many believed that virtual reality would complement current teaching and learning approaches, help build learners' confidence, and provide nursing students with a safe space for trial, error, and problem-solving  ...  Participants believed that virtual reality affords a novel, fun, memorable, inclusive, and engaging means of learning.  ...  Acknowledgements The authors would like to thank Billy O'Mahony, Eoghan Cooke, and the nursing students who gave up their time to participate in this study.  ... 
doi:10.1016/j.nedt.2021.105045 pmid:34245956 fatcat:3huwtqituvhprplvfxkuhla4ja

Digital technologies for monitoring and improving treatment adherence in children and adolescents with asthma: A scoping review of randomised controlled trials [article]

Madison Milne-Ives, Edward Meinert
2021 medRxiv   pre-print
Five databases (PubMed, the Cochrane Central Register of Controlled Trials (CENTRAL), Web of Science, EMBASE, and PsycINFO) were systematically searched for studies published in English from 2014 on.  ...  There was mixed evidence for the effectiveness of the interventions; 6 of the 9 studies that evaluated treatment adherence found improvements, but the evidence was inconsistent for asthma control (4/9  ...  Six of the references referred to one study and were either conference abstracts or did not include the final results of the randomised controlled trial.  ... 
doi:10.1101/2021.02.13.21251692 fatcat:s245rkthvzhffnaibsnlyugbnm

Problem behaviours, traditional bullying and cyberbullying among adolescents: longitudinal analyses

Leanne Lester, Donna Cross, Thérèse Shaw
2012 Emotional and Behavioural Difficulties  
Cyberbullying did not represent an independent risk factor over and above levels of traditional victimisation and perpetration for higher levels of engagement in problem behaviours.  ...  We examined the relationship between traditional bullying, cyberbullying and engagement in problem behaviours using longitudinal data from approximately 1,500 students.  ...  This research was funded through a Western Australian Health Promotion Foundation Scholarship and supported by the Department of Industry, Innovation, Science, Research and Tertiary Education.  ... 
doi:10.1080/13632752.2012.704313 fatcat:5gnfgakutrbi7lm5wubufvbfha
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