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Correction: Exergame (ExerG)-Based Physical-Cognitive Training for Rehabilitation in Adults With Motor and Balance Impairments: Usability Study.
IF 3.8 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES Pub Date : 2025-04-04 DOI: 10.2196/73405
Silvia Herren, Barbara Seebacher, Sarah Mildner, Yanick Riederer, Ulrike Pachmann, Nija Sonja Böckler, Stephan Niedecken, Sabrina Alicia Sgandurra, Leo Bonati, Isabella Hotz, Alexandra Schättin, Roman Jurt, Christian Brenneis, Katharina Lenfert, Frank Behrendt, Stefan Schmidlin, Lennart Nacke, Corina Schuster-Amft, Anna Lisa Martin-Niedecken
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引用次数: 0
Digital Ergonomics of NavegApp, a Novel Serious Game for Spatial Cognition Assessment: Content Validity and Usability Study.
IF 3.8 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES Pub Date : 2025-04-02 DOI: 10.2196/66167
Juan Pablo Sanchez-Escudero, David Aguillon, Stella Valencia, Mauricio A Garcia-Barrera, Daniel Camilo Aguirre-Acevedo, Natalia Trujillo

Background: Alzheimer disease (AD) is the leading cause of dementia worldwide. With aging populations and limited access to effective treatments, there is an urgent need for innovative markers to support timely preventive interventions. Emerging evidence highlights spatial cognition (SC) as a valuable source of cognitive markers for AD. This study presents NavegApp, a serious game (SG) designed to assess 3 key components of SC, which show potential as cognitive markers for the early detection of AD.

Objective: This study aimed to determine the content validity and usability perception of NavegApp across multiple groups of interest.

Methods: A multistep process integrating methodologies from software engineering, psychometrics, and health measurement was implemented to validate the software. Our approach was structured into 3 stages, guided by the software life cycle for health and the Consensus-Based Standards for the Selection of Health Status Measurement Instruments (COSMIN) recommendations for evaluating the psychometric quality of health instruments. To assess content validity, a panel of 8 experts evaluated the relevance and representativeness of tasks included in the app. In addition, 212 participants, categorized into 5 groups based on their clinical status and risk level for AD, were recruited to evaluate the app's digital ergonomics and usability at various stages of development. Complementary analyses were performed to identify group differences and to explore the association between task difficulty and user agreeableness.

Results: NavegApp was validated as a highly usable tool by both experts and users. The expert panel confirmed that the tasks included in the game were representative (Aiken V=0.96-1.00) and relevant (Aiken V=0.96-1.00) for measuring SC components. Both experts and nonexperts rated NavegApp's digital ergonomics positively, with minimal differences between groups (rrb 0.08-0.29). Differences in usability perceptions were observed among participants with sporadic mild cognitive impairment compared to cognitively healthy individuals (rrb 0.26-0.29). A moderate association was also identified between task difficulty and user agreeableness (Cramér V=0.37, 95% CI 0.28-0.54).

Conclusions: NavegApp is a valid and user-friendly SG designed for SC assessment, developed by integrating software engineering and psychometric evaluation methodologies. While the results are promising, further studies are warranted to evaluate its diagnostic accuracy and construct validity. This work outlines a comprehensive framework for SG development in cognitive assessment, emphasizing the importance of incorporating psychometric validity measures from the outset of the design process.

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引用次数: 0
Authors' Reply: Is the Pinball Machine a Blind Spot in Serious Games Research?
IF 3.8 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES Pub Date : 2025-04-02 DOI: 10.2196/73034
Luis Carlos Rodríguez Timaná, Javier Ferney Castillo García, Teodiano Bastos Filho, Alvaro Alexander Ocampo González, Nazly Rocio Hincapié Monsalve, Nicolas Jacobo Valencia Jimenez
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引用次数: 0
Is the Pinball Machine a Blind Spot in Serious Games Research?
IF 3.8 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES Pub Date : 2025-04-02 DOI: 10.2196/72354
Jens Peter Eckardt
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引用次数: 0
Physical Activity and Enjoyment in Active Virtual Reality Games in Youth: Comparative Analysis of Gorilla Tag and Beat Saber.
IF 3.8 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES Pub Date : 2025-04-01 DOI: 10.2196/66593
Brenden Boots, Daniel Berg, Easton Hewitt, Keith Naugle, Kelly Naugle

Background: Virtual reality (VR) active gaming is growing in popularity, but little is known about physical activity during gameplay. Two popular VR games are Gorilla Tag (Another Axiom Inc) and Beat Saber (Beat Games). Little is known about physical activity during these games in youth.

Objective: The purpose of this study was to investigate the enjoyment, intensity, and amount of physical activity while playing Gorilla Tag and Beat Saber in early adolescent youth.

Methods: Sixteen participants, 13 males and 3 females with an average age of 10.7 (SD 0.34) years, played 2 VR games (Gorilla Tag and Beat Saber) in a single session. Both games followed the same procedure: a maximum of 10-minute familiarization period, 5 minutes of rest, 15 minutes of gameplay, and 10 minutes of rest. Participants wore a heart rate monitor to track heart rate reserve (%HRR) and accelerometers on the wrist and waist to monitor time in sedentary activity, light physical activity, and moderate to vigorous physical activity of the arm and whole body. The Physical Activity Enjoyment Scale-Child Version (PACES) and ratings of perceived exertion (RPE) were completed after each game. Dependent t tests compared measures between games.

Results: The results revealed that average and maximum %HRR were significantly higher during Gorilla Tag than during Beat Saber, with heart rate-based physical activity intensity reaching light for Beat Saber and moderate for Gorilla Tag. Arm moderate to vigorous physical activity and whole-body moderate to vigorous physical activity and light physical activity were greater during Gorilla Tag than during Beat Saber. Arm and whole-body sedentary time were significantly lower during Gorilla Tag than during Beat Saber. Gorilla Tag and Beat Saber were rated as highly enjoyable. There were no differences between games for maximum (P=.352) or average (P=.362) RPE. Both games were rated as light intensity for average RPE (Gorilla Tag: mean 4.3, SD 1.9; Beat Saber: mean 4.7, SD 2.3) and moderate intensity for maximum RPE (Gorilla Tag: mean 5.4, SD 1.9; Beat Saber: mean 5.8, SD 2.4).

Conclusions: These results suggest that Beat Saber produced light-intensity physical activity and Gorilla Tag produced light- to moderate-intensity physical activity in early adolescent youth, with both games rated as highly enjoyable.

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引用次数: 0
Considering Theory-Based Gamification in the Co-Design and Development of a Virtual Reality Cognitive Remediation Intervention for Depression (bWell-D): Mixed Methods Study.
IF 3.8 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES Pub Date : 2025-03-31 DOI: 10.2196/59514
Mark Hewko, Vincent Gagnon Shaigetz, Michael S Smith, Elicia Kohlenberg, Pooria Ahmadi, Maria Elena Hernandez Hernandez, Catherine Proulx, Anne Cabral, Melanie Segado, Trisha Chakrabarty, Nusrat Choudhury
<p><strong>Background: </strong>In collaboration with clinical domain experts, we developed a prototype of immersive virtual reality (VR) cognitive remediation for major depressive disorder (bWell-D). In the development of a new digital intervention, there is a need to determine the effective components and clinical relevance using systematic methodologies. From an implementation perspective, the effectiveness of digital intervention delivery is challenged by low uptake and high noncompliance rates. Gamification may play a role in addressing this as it can boost adherence. However, careful consideration is required in its application to promote user motivation intrinsically.</p><p><strong>Objective: </strong>We aimed to address these challenges through an iterative process for development that involves co-design for developing content as well as in the application of gamification while also taking into consideration behavior change theories. This effort followed the methodological framework guidelines outlined by an international working group for development of VR therapies.</p><p><strong>Methods: </strong>In previously reported work, we collected qualitative data from patients and care providers to understand end-user perceptions on the use of VR technologies for cognitive remediation, reveal insights on the drivers for behavior change, and obtain suggestions for changes specific to the VR program. In this study, we translated these findings into concrete representative software functionalities or features and evaluated them against behavioral theories to characterize gamification elements in terms of factors that drive behavior change and intrinsic engagement, which is of particular importance in the context of cognitive remediation. The implemented changes were formally evaluated through user trials.</p><p><strong>Results: </strong>The results indicated that feedback from end users centered on using gamification to add artificial challenges, personalization and customization options, and artificial assistance while focusing on capability as the behavior change driver. It was also found that, in terms of promoting intrinsic engagement, the need to meet competence was most frequently raised. In user trials, bWell-D was well tolerated, and preliminary results suggested an increase in user experience ratings with high engagement reported throughout a 4-week training program.</p><p><strong>Conclusions: </strong>In this paper, we present a process for the application of gamification that includes characterizing what was applied in a standardized way and identifying the underlying mechanisms that are targeted. Typical gamification elements such as points and scoring and rewards and prizes target motivation in an extrinsic fashion. In this work, it was found that modifications suggested by end users resulted in the inclusion of gamification elements less commonly observed and that tend to focus more on individual ability. It was found that the incorp
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引用次数: 0
CIRCONOMY: Integrating IoT, Semantic Web, and Gamification for Circular Waste Management - Insights from an Indonesia Case Study.
IF 3.8 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES Pub Date : 2025-03-29 DOI: 10.2196/66781
Vitri Tundjungsari, Bambang Purnomosidi Dwi Putranto, Muhamad Bahrul Ulum, Nizirwan Anwar
<p><strong>Background: </strong>The waste problem is a global issue all developed and developing countries face. Like many developing countries, Indonesia has inadequate infrastructure to process an extremely high volume of waste produced throughout the country and minimal public participation in proper waste management. Although the Indonesian government regulates Waste Bank as a community-based waste management solution, there is lack of integrated technological innovation to support Waste Bank. This study fills the gap by developing Circonomy, a model combining IoT, gamification, and semantic web technologies to advance community-based circular waste management.</p><p><strong>Objective: </strong>The proposed model Circonomy is inspired by the Waste Bank, the Indonesian Government's community-based waste management initiative. This research has objective to develop Circonomy as a circular waste model that integrate IoT-based smart-bin, semantic web, and gamification as an innovative technological solution.</p><p><strong>Methods: </strong>We identify the problem faced by the Indonesian Waste Bank from three locations in Jakarta and Yogyakarta as a basis for the Circonomy model and prototype development. The evaluation of the model focuses on Technical Performance and User Experience. The Technical Performance has three indicators, i.e., Bin Capacity Accuracy with a minimum of 80% precision, Bin Lid Response Time should be less than 5 seconds at a minimum of 80% of trials, and Data Transmission Success Rate at a minimum of 80%. While User Experience Metrics has two indicators, i.e., a minimum of 80% reported high usability and ease of use, and at least 80% of users feel more motivated using the prototype than the traditional Waste Bank. We select 10 random participants from ages 18 to 60 to perform User Experience evaluation on our prototype.</p><p><strong>Results: </strong>The Circonomy prototype demonstrates sound and stable performances related to Technical Performance and User Experience. Circonomy performs with at least 80% technical performance accuracy, comparable to industry standards. The accuracy problem lies in the placement of the ultrasonic sensor. The waste should be placed directly under the ultrasonic sensor to ensure the bin's capacity measurement accuracy. The User Experience testing results from 10 participants indicate that Circonomy has excellent user engagement, whereas 100% felt motivated by gamification, and 80% found the mobile application easy to use.</p><p><strong>Conclusions: </strong>The testing result shows that Circonomy has acceptable performances for early-stage prototyping with at least 80% accuracy rate in technical performance and user experience. This ensures that Circonomy operates effectively in real-world conditions while remaining cost-efficient and scalable. For future development, Circonomy will prioritize enhancing the accuracy and reliability of sensor-based occupancy detection through improved sensor
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引用次数: 0
Effectiveness of Augmented Reality in the Teaching of Health University Students: Quasi-Experimental Study.
IF 3.8 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES Pub Date : 2025-03-27 DOI: 10.2196/54312
Rocío Martín-Valero, Alejandro Vega-Morales, Francisco Javier Martín-Vega, Manuel Rodriguez-Huguet, Maria Carmen Rodríguez-Martínez, Maria Jesus Vinolo-Gil

Background: The exponential growth of new technologies has resulted in the need for updating the field of education. From the educational point of view, there are some studies that have promoted the implementation of new technologies. These facts have raised the need to implement augmented reality in the university environment, especially among students of health sciences. The use of augmented reality can mean a new approach to teaching by teachers and better learning by students.

Objective: We aimed to analyze the degree of usability of two augmented reality applications and to compare the academic performance between the control group and the experimental group at the Universities of Cádiz and Málaga. The students at the University of Málaga used the Zapworks augmented reality software, while those at the University of Cádiz used the Aumentaty augmented reality software for their respective experimental groups. The secondary objective was to measure the relationships between all the studied variables.

Methods: This was a quasi-experimental design with a posttest as the only evaluation measure. We followed the SPIRIT (Standard Protocol Items: Recommendations for Interventional Trials) statement and the ethical and legal aspects of the Principles of the Declaration of Helsinki. An intervention was carried out using two augmented reality applications on the subject of General Procedures in Physiotherapy II at the Universities of Málaga and Cádiz.

Results: A total of 199 participants took part in the study. Demographic variables, ratings, and usability were assessed, followed by statistical analysis, with the results and their interpretation being described in the study. Significant differences (P<.001) were found in the ratings at both the universities. In addition, significant differences (P<.001) were found between the experimental group and the control group. Regarding the degree of usability in the univariate analysis, no significant differences were found (P=.049). A multiple regression analysis of the rating and usability was performed. The rating showed significant differences, with a beta of 1.4 (P<.001), and usability was also significant (P=.03) in favor of the Aumentaty group.

Conclusions: Significant differences were observed in those who used augmented reality compared to the control group, with higher values observed in the University of Cádiz. There are no correlations between the variables of usability and qualifications.

{"title":"Effectiveness of Augmented Reality in the Teaching of Health University Students: Quasi-Experimental Study.","authors":"Rocío Martín-Valero, Alejandro Vega-Morales, Francisco Javier Martín-Vega, Manuel Rodriguez-Huguet, Maria Carmen Rodríguez-Martínez, Maria Jesus Vinolo-Gil","doi":"10.2196/54312","DOIUrl":"10.2196/54312","url":null,"abstract":"<p><strong>Background: </strong>The exponential growth of new technologies has resulted in the need for updating the field of education. From the educational point of view, there are some studies that have promoted the implementation of new technologies. These facts have raised the need to implement augmented reality in the university environment, especially among students of health sciences. The use of augmented reality can mean a new approach to teaching by teachers and better learning by students.</p><p><strong>Objective: </strong>We aimed to analyze the degree of usability of two augmented reality applications and to compare the academic performance between the control group and the experimental group at the Universities of Cádiz and Málaga. The students at the University of Málaga used the Zapworks augmented reality software, while those at the University of Cádiz used the Aumentaty augmented reality software for their respective experimental groups. The secondary objective was to measure the relationships between all the studied variables.</p><p><strong>Methods: </strong>This was a quasi-experimental design with a posttest as the only evaluation measure. We followed the SPIRIT (Standard Protocol Items: Recommendations for Interventional Trials) statement and the ethical and legal aspects of the Principles of the Declaration of Helsinki. An intervention was carried out using two augmented reality applications on the subject of General Procedures in Physiotherapy II at the Universities of Málaga and Cádiz.</p><p><strong>Results: </strong>A total of 199 participants took part in the study. Demographic variables, ratings, and usability were assessed, followed by statistical analysis, with the results and their interpretation being described in the study. Significant differences (P<.001) were found in the ratings at both the universities. In addition, significant differences (P<.001) were found between the experimental group and the control group. Regarding the degree of usability in the univariate analysis, no significant differences were found (P=.049). A multiple regression analysis of the rating and usability was performed. The rating showed significant differences, with a beta of 1.4 (P<.001), and usability was also significant (P=.03) in favor of the Aumentaty group.</p><p><strong>Conclusions: </strong>Significant differences were observed in those who used augmented reality compared to the control group, with higher values observed in the University of Cádiz. There are no correlations between the variables of usability and qualifications.</p>","PeriodicalId":14795,"journal":{"name":"JMIR Serious Games","volume":"13 ","pages":"e54312"},"PeriodicalIF":3.8,"publicationDate":"2025-03-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC11967754/pdf/","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"143730042","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"RegionCategory":"医学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Feasibility and Usability of an Artificial Intelligence-Powered Gamification Intervention for Enhancing Physical Activity Among College Students: Quasi-Experimental Study.
IF 3.8 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES Pub Date : 2025-03-24 DOI: 10.2196/65498
Yanan Gao, Jinxi Zhang, Zhonghui He, Zhixiong Zhou

Background: Physical activity (PA) is vital for physical and mental health, but many college students fail to meet recommended levels. Artificial intelligence (AI)-powered gamification interventions through mobile app have the potential to improve PA levels among Chinese college students.

Objective: This study aimed to assess the feasibility and usability of an AI-powered gamification intervention.

Methods: A quasi-experimental study spanning 2 months was conducted on a sample of college students aged 18 to 25 years old from 18 universities in Beijing. PA data were recorded using the ShouTi Fitness app, and participant engagement was evaluated through surveys. User satisfaction was gauged through the System Usability Scale, while the intervention's feasibility was assessed through Spearman rank correlation analysis, Mann-Whitney tests, and additional descriptive analyses.

Results: As of July 2023, we enrolled 456 college students. In total, 18,073 PA sessions were recorded, with men completing 8068 sessions and women completing 10,055 sessions. The average PA intensity was 7 metabolic equivalent of energy (MET)s per session. Most participants preferred afternoon sessions and favored short-duration sessions, with men averaging 66 seconds per session and women 42 seconds. The System Usability Scale score for the intervention based on app is 65.2. Users responded positively to the integration of AI and gamification elements, including personalized recommendations, action recognition, smart grouping, dynamic management, collaborative, and competition. Specifically, 341 users (75%) found the AI features very interesting, 365 (80%) were motivated by the gamification elements, 364 (80%) reported that the intervention supported their fitness goals, and 365 (80%) considered the intervention reliable. A significant positive correlation was observed between the duration of individual PA and intervention duration for men (ρ=0.510, P<.001), although the correlation was weaker for women (ρ=0.258, P=.046). However, the frequency of PA declined after 35 days.

Conclusions: This study provides pioneering evidence of the feasibility and usability of the AI-powered gamification intervention. While adherence was successfully demonstrated, further studies or interventions are needed to directly assess the impact on PA levels and focus on optimizing long-term adherence strategies and evaluating health outcomes.

{"title":"Feasibility and Usability of an Artificial Intelligence-Powered Gamification Intervention for Enhancing Physical Activity Among College Students: Quasi-Experimental Study.","authors":"Yanan Gao, Jinxi Zhang, Zhonghui He, Zhixiong Zhou","doi":"10.2196/65498","DOIUrl":"10.2196/65498","url":null,"abstract":"<p><strong>Background: </strong>Physical activity (PA) is vital for physical and mental health, but many college students fail to meet recommended levels. Artificial intelligence (AI)-powered gamification interventions through mobile app have the potential to improve PA levels among Chinese college students.</p><p><strong>Objective: </strong>This study aimed to assess the feasibility and usability of an AI-powered gamification intervention.</p><p><strong>Methods: </strong>A quasi-experimental study spanning 2 months was conducted on a sample of college students aged 18 to 25 years old from 18 universities in Beijing. PA data were recorded using the ShouTi Fitness app, and participant engagement was evaluated through surveys. User satisfaction was gauged through the System Usability Scale, while the intervention's feasibility was assessed through Spearman rank correlation analysis, Mann-Whitney tests, and additional descriptive analyses.</p><p><strong>Results: </strong>As of July 2023, we enrolled 456 college students. In total, 18,073 PA sessions were recorded, with men completing 8068 sessions and women completing 10,055 sessions. The average PA intensity was 7 metabolic equivalent of energy (MET)s per session. Most participants preferred afternoon sessions and favored short-duration sessions, with men averaging 66 seconds per session and women 42 seconds. The System Usability Scale score for the intervention based on app is 65.2. Users responded positively to the integration of AI and gamification elements, including personalized recommendations, action recognition, smart grouping, dynamic management, collaborative, and competition. Specifically, 341 users (75%) found the AI features very interesting, 365 (80%) were motivated by the gamification elements, 364 (80%) reported that the intervention supported their fitness goals, and 365 (80%) considered the intervention reliable. A significant positive correlation was observed between the duration of individual PA and intervention duration for men (ρ=0.510, P<.001), although the correlation was weaker for women (ρ=0.258, P=.046). However, the frequency of PA declined after 35 days.</p><p><strong>Conclusions: </strong>This study provides pioneering evidence of the feasibility and usability of the AI-powered gamification intervention. While adherence was successfully demonstrated, further studies or interventions are needed to directly assess the impact on PA levels and focus on optimizing long-term adherence strategies and evaluating health outcomes.</p>","PeriodicalId":14795,"journal":{"name":"JMIR Serious Games","volume":"13 ","pages":"e65498"},"PeriodicalIF":3.8,"publicationDate":"2025-03-24","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC11957469/pdf/","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"143700438","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"RegionCategory":"医学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Impact of a 3-Month Recall Using High-Fidelity Simulation or Screen-Based Simulation on Learning Retention During Neonatal Resuscitation Training for Residents in Anesthesia and Intensive Care: Randomized Controlled Trial.
IF 3.8 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES Pub Date : 2025-03-21 DOI: 10.2196/57057
Anne-Claire Louvel, Cécile Dopff, Gauthier Loron, Daphne Michelet
<p><strong>Background: </strong>Retention capacities are dependent on the learning context. The optimal interval between two learning sessions to maintain a learner's knowledge is often a subject of discussion, along with the methodology being used. Screen-based simulation could represent an easy alternative for retraining in neonatal resuscitation.</p><p><strong>Objective: </strong>The aim of the study was to evaluate the benefits of a 3-month recall session using high-fidelity simulation or screen-based simulation, assessed 6 months after an initial neonatal resuscitation training session among anesthesia and intensive care residents.</p><p><strong>Methods: </strong>All participating anesthesia and intensive care residents were volunteers, and they underwent training in the same session, which included a theoretical course and high-fidelity simulation. The attendees were then randomized into three groups: one with no 3-month recall, one with a high-fidelity simulation recall, and one with a screen-based simulation recall. To reassess the skills of each participant, a high-fidelity simulation was performed at 6 months. The primary outcomes included expert assessment of technical skills using the Neonatal Resuscitation Performance Evaluation score and nontechnical skills assessed by the Anesthesia Non-Technical Skills score. Secondary outcomes included a knowledge quiz and self-assessment of confidence. We compared the results between groups and analyzed intragroup progressions.</p><p><strong>Results: </strong>Twenty-eight participants were included in the study. No significant differences were observed between groups at the 6-month evaluation. However, we observed a significant improvement in theoretical knowledge and self-confidence among students over time. Regarding nontechnical skills, as evaluated by the Anesthesia Non-Technical Skills score, there was significant improvement between the initial training and the 6-month session in both recall groups (16 vs 12.8, P=.01 in the high-fidelity group; 16 vs 13.9, P=.05 in the simulation group; 14.7 vs 15.1, P=.50 in the control group). For technical skills assessed by the Neonatal Resuscitation Performance Evaluation score, a nonsignificant trend toward improvement was observed in the two recall groups, while a regression was observed in the control group (all Ps>.05). The increase in students' self-confidence was significant across all groups but remained higher in the two 3-month recall groups.</p><p><strong>Conclusions: </strong>Initial neonatal resuscitation training for anesthesia and intensive care residents leads to improved knowledge and self-confidence that persist at 6 months. A 3-month recall session, whether through high-fidelity simulation or screen-based simulation, improves nontechnical skills (eg, situation management and team communication) and technical skills. Screen-based simulation, which saves time and resources, appears to be an effective educational method for recall after
{"title":"Impact of a 3-Month Recall Using High-Fidelity Simulation or Screen-Based Simulation on Learning Retention During Neonatal Resuscitation Training for Residents in Anesthesia and Intensive Care: Randomized Controlled Trial.","authors":"Anne-Claire Louvel, Cécile Dopff, Gauthier Loron, Daphne Michelet","doi":"10.2196/57057","DOIUrl":"10.2196/57057","url":null,"abstract":"&lt;p&gt;&lt;strong&gt;Background: &lt;/strong&gt;Retention capacities are dependent on the learning context. The optimal interval between two learning sessions to maintain a learner's knowledge is often a subject of discussion, along with the methodology being used. Screen-based simulation could represent an easy alternative for retraining in neonatal resuscitation.&lt;/p&gt;&lt;p&gt;&lt;strong&gt;Objective: &lt;/strong&gt;The aim of the study was to evaluate the benefits of a 3-month recall session using high-fidelity simulation or screen-based simulation, assessed 6 months after an initial neonatal resuscitation training session among anesthesia and intensive care residents.&lt;/p&gt;&lt;p&gt;&lt;strong&gt;Methods: &lt;/strong&gt;All participating anesthesia and intensive care residents were volunteers, and they underwent training in the same session, which included a theoretical course and high-fidelity simulation. The attendees were then randomized into three groups: one with no 3-month recall, one with a high-fidelity simulation recall, and one with a screen-based simulation recall. To reassess the skills of each participant, a high-fidelity simulation was performed at 6 months. The primary outcomes included expert assessment of technical skills using the Neonatal Resuscitation Performance Evaluation score and nontechnical skills assessed by the Anesthesia Non-Technical Skills score. Secondary outcomes included a knowledge quiz and self-assessment of confidence. We compared the results between groups and analyzed intragroup progressions.&lt;/p&gt;&lt;p&gt;&lt;strong&gt;Results: &lt;/strong&gt;Twenty-eight participants were included in the study. No significant differences were observed between groups at the 6-month evaluation. However, we observed a significant improvement in theoretical knowledge and self-confidence among students over time. Regarding nontechnical skills, as evaluated by the Anesthesia Non-Technical Skills score, there was significant improvement between the initial training and the 6-month session in both recall groups (16 vs 12.8, P=.01 in the high-fidelity group; 16 vs 13.9, P=.05 in the simulation group; 14.7 vs 15.1, P=.50 in the control group). For technical skills assessed by the Neonatal Resuscitation Performance Evaluation score, a nonsignificant trend toward improvement was observed in the two recall groups, while a regression was observed in the control group (all Ps&gt;.05). The increase in students' self-confidence was significant across all groups but remained higher in the two 3-month recall groups.&lt;/p&gt;&lt;p&gt;&lt;strong&gt;Conclusions: &lt;/strong&gt;Initial neonatal resuscitation training for anesthesia and intensive care residents leads to improved knowledge and self-confidence that persist at 6 months. A 3-month recall session, whether through high-fidelity simulation or screen-based simulation, improves nontechnical skills (eg, situation management and team communication) and technical skills. Screen-based simulation, which saves time and resources, appears to be an effective educational method for recall after","PeriodicalId":14795,"journal":{"name":"JMIR Serious Games","volume":"13 ","pages":"e57057"},"PeriodicalIF":3.8,"publicationDate":"2025-03-21","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC11952274/pdf/","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"143673909","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"RegionCategory":"医学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
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