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