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Evaluating the Usability and Safety of Virtual Reality Application Combined with the SWalker for Functional Gait Rehabilitation. 评估结合 SWalker 的虚拟现实应用在功能性步态康复中的可用性和安全性。
IF 3.5 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH Pub Date : 2024-05-17 DOI: 10.1089/g4h.2023.0172
Vanina Costa, Ana Rojo, Sergio López-López, Helios Pareja-Galeano, Alexánder Velásquez, Luis Perea, Rafael Raya

Objective: This research evaluates from a usability point of view the combination of a developed fully immersive virtual reality (VR) solution with the SWalker robotic device. It aims to contribute to research in the exploration of immersive experiences overground with a functional gait recovery device. Materials and Methods: We evaluated the system in a pilot study with 20 healthy participants aged 85.1 (SD: 6.29). Participants used the SWalker-VR platform while testing one VR application focused on walking and the other on balance practice. Afterward, the participants answered three usability questionnaires. Results: The platform was validated in terms of safety using the Simulator Sickness Questionnaire, obtaining less than 20 points for all subscales: nausea (4.29 ± 14.47), oculomotor (0.38 ± 14.18), and disorientation (1.39 ± 14.52). For usability evaluation, the System Usability Scale provided an overall score of 70.63 ± 11.64, and the Post-Study System Usability Questionnaire (PSSUQ) rated 1.61 ± 0.54. The usability scores reported by both questionnaires were moderate and good, respectively. These results were similar in overall scores for both groups: participants with low cognitive level and participants with high cognitive level. Finally, the possible causes for the "no answered" responses on the PSSUQ were discussed. Conclusion: It is concluded that the SWalker-VR platform is reported to have adequate usability and high security by older adults. The potential interest of studying the effects of the long-term use of this platform by older adults with gait impairment is expressed. Clinical Trials reference: NCT06025981.

研究目的这项研究从可用性的角度评估了开发的完全沉浸式虚拟现实(VR)解决方案与 SWalker 机器人设备的结合。其目的是为探索地面功能步态恢复装置的沉浸式体验研究做出贡献。材料与方法:我们在一项试点研究中对该系统进行了评估,20 名健康参与者的年龄为 85.1 岁(标准差:6.29)。参与者在使用 SWalker-VR 平台的同时,测试了一个以步行为主的 VR 应用程序和另一个以平衡练习为主的 VR 应用程序。之后,参与者回答了三份可用性问卷。结果:该平台在安全性方面通过了模拟器晕眩问卷的验证,所有分量表的得分均低于 20 分:恶心(4.29 ± 14.47)、眼球运动(0.38 ± 14.18)和迷失方向(1.39 ± 14.52)。在可用性评估方面,系统可用性量表(System Usability Scale)的总分为 70.63 ± 11.64,研究后系统可用性问卷(PSSUQ)的评分为 1.61 ± 0.54。两份问卷的可用性评分分别为中等和良好。在认知水平较低和认知水平较高的两组参与者中,总体评分结果相似。最后,讨论了 PSSUQ 中 "未回答 "的可能原因。结论据报告,SWalker-VR 平台对老年人来说具有足够的可用性和较高的安全性。有步态障碍的老年人对长期使用该平台的效果进行研究的潜在兴趣由此可见一斑。临床试验参考文献:NCT06025981。
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引用次数: 0
Personalized Medical Terminology Learning Game: Guess the Term. 个性化医学术语学习游戏:猜术语。
IF 3.5 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH Pub Date : 2024-04-01 Epub Date: 2023-09-12 DOI: 10.1089/g4h.2023.0054
Mei-Hua Hsu, Yen-Hsiu Chen

Objective: Wordbot, a chatbot designed for gamified education, transforms the process of memorizing complex medical terminology into an engaging and enjoyable activity for medical students. Taking inspiration from the "guessing words" game, Wordbot aims to improve medical students' learning outcomes by making the vocabulary memorization process more memorable. Materials and Methods: Wordbot, which can be implemented on the LINE platform, was created for this research, specifically to improve medical terminology learning. Wordbot incorporated mobile devices and personal computer-compatible flashcard games with features such as user ranking and personalization to enhance motivation and optimize learning outcomes. In the experimental research setting, half of a total of 48 nursing students were randomly assigned to use Wordbot for 4 months, and the other half were assigned to a control group relying on self-study without the help of Wordbot. Both groups received pretest and post-test to assess their respective learning of medical terminology. In this study, a statistical t-test was used to analyze the results between the two groups. In addition, user usability testing was conducted to evaluate the usability of Wordbot and gather feedback on user experience. Results: The results of this study have demonstrated that Wordbot is effective in facilitating students learning of medical terminology. Students experienced a significant improvement in their knowledge of medical terminology. An average user usability test score of 83.25 indicated that users' satisfaction with Wordbot is high. Conclusion: Incorporating gamification and personalization elements in Wordbot can significantly improve the overall enjoyment of the learning process. By participating in diverse interactive activities, users can effectively enhance their proficiency in spelling, recognition, and speaking. Wordbot utilizes sophisticated algorithms to generate customized questions based on identified mistakes, which facilitate error identification and correction. The robust findings of this study overwhelmingly support Wordbot's role as a convenient and easily accessible tool for learning medical terminology. The study was conducted according to the guidelines of the Declaration of Helsinki and approved by the Institutional Review Board of Chang Gung Medical Foundation (Protocol code: 202201586B0, date of approval: 8 November 2022). We obtained informed consent from all of our study participants regarding their willingness to participate in this study.

目的Wordbot是一款为游戏化教育而设计的聊天机器人,它将记忆复杂医学术语的过程转变为一项让医学生参与其中并乐在其中的活动。Wordbot 从 "猜词 "游戏中汲取灵感,旨在通过让记忆词汇的过程更令人难忘来提高医学生的学习效果。材料与方法:Wordbot可在LINE平台上实现,专为本研究而设计,旨在提高医学术语的学习效果。Wordbot结合了移动设备和个人电脑兼容的闪卡游戏,具有用户排名和个性化等功能,以提高学习动力和优化学习效果。在实验研究环境中,48 名护理专业学生中的一半被随机分配到使用 Wordbot 的小组,为期 4 个月;另一半被分配到对照组,在没有 Wordbot 帮助的情况下依靠自学。两组学生都接受了前测和后测,以评估各自对医学术语的学习情况。本研究采用 t 检验来分析两组之间的结果。此外,还进行了用户可用性测试,以评估 Wordbot 的可用性并收集用户体验反馈。结果研究结果表明,Wordbot 能有效促进学生学习医学术语。学生们的医学术语知识有了明显的提高。用户可用性测试平均得分为 83.25 分,表明用户对 Wordbot 的满意度很高。结论在 Wordbot 中融入游戏化和个性化元素可以显著提高学习过程的整体乐趣。通过参与多样化的互动活动,用户可以有效提高拼写、识别和口语水平。Wordbot 利用先进的算法,根据识别出的错误生成定制问题,从而促进错误识别和纠正。本研究的可靠结果有力地支持了 Wordbot 作为便捷的医学术语学习工具的作用。本研究根据《赫尔辛基宣言》的指导方针进行,并获得了长庚医学基金会机构审查委员会的批准(协议代码:202201586B0,批准日期:2022 年 11 月 8 日)。我们获得了所有研究参与者的知情同意书,表明他们愿意参与本研究。
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引用次数: 0
Effectiveness of Serious Games in Improving Genetic Literacy and Genetic Risk Awareness in the General Public: A Pilot Study. 严肃游戏在提高公众遗传素养和遗传风险意识方面的有效性:一项试点研究。
IF 3.5 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH Pub Date : 2024-04-01 Epub Date: 2023-10-25 DOI: 10.1089/g4h.2022.0041
Ilaria Cutica, Clizia Cincidda, Serena Oliveri, Renato Mainetti, N Alberto Borghese, Gabriella Pravettoni

Background: Genomics is an integral part of medical science; however, European citizens' literacy on basic genetic concepts is still poor. The aim of this study was to evaluate the effectiveness of Serious Games (SGs) in increasing genetic literacy in laypeople and to assess the impact of SGs on participants' perceived self-efficacy (SE) in managing genetic risk implications. Materials and Methods: Two minigames and an adventure game were created, together with leaflets reporting the same information as the SGs. Sixty participants enrolled at baseline and completed a brief sociodemographic questionnaire and an ad hoc questionnaire assessing their genetic knowledge. They were assigned to the SGs group (30 subjects) or to the Leaflets group (30 subjects) by matching age and sex. Both groups had about 40 minutes to play the SGs or to read the leaflets. In the postlearning session, participants completed the same genetic knowledge questionnaires administered at baseline and five items from the Self-Efficacy Scale, whereas the SGs group also filled in the In-Game Experience Questionnaire. Results and Conclusion: Results showed that learning genetic concepts through SGs was comparable to learning through leaflets. Playing SGs was also associated with poor feelings of frustration or annoyance, good engagement in the game challenges and contents, and positive feelings, particularly in subjects under 30 years. Participants perceiving SE increased significantly in both Leaflets and SGs groups, but the effect was higher for SGs players. SGs have the potential to increase genetic literacy in the public by making the learning process more engaging, pleasant and by enhancing SE.

背景:基因组学是医学不可分割的一部分;然而,欧洲公民对基本基因概念的识字率仍然很低。本研究的目的是评估严肃游戏(SG)在提高普通人的遗传素养方面的有效性,并评估严肃游戏对参与者在管理遗传风险影响方面的感知自我效能(SE)的影响。材料和方法:制作了两个迷你游戏和一个冒险游戏,以及报告与SG相同信息的传单。60名参与者在基线时登记,并完成了一份简短的社会人口学问卷和一份评估其遗传知识的临时问卷。根据年龄和性别,他们被分配到SGs组(30名受试者)或传单组(30人)。两组都有大约40分钟的时间播放SG或阅读传单。在学习后的课程中,参与者完成了在基线时进行的相同遗传知识问卷和自我效能感量表中的五个项目,而SG组也填写了游戏中体验问卷。结果和结论:结果表明,通过SGs学习遗传概念与通过传单学习遗传概念具有可比性。玩SGs也与挫折感或烦恼感差、对游戏挑战和内容的良好参与以及积极情绪有关,尤其是在30岁以下的受试者中。传单组和SGs组的参与者对SE的感知都显著增加,但SGs玩家的感知效果更高。SG有潜力通过使学习过程更加引人入胜、愉快和提高SE来提高公众的遗传素养。
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引用次数: 0
Exergaming Improves Cardiac Risk Factors in Prostate Cancer Patients: A Single-Blinded Randomized Controlled Trial. 运动游戏改善前列腺癌症患者的心脏危险因素:一项单盲随机对照试验。
IF 3.5 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH Pub Date : 2024-04-01 Epub Date: 2023-11-02 DOI: 10.1089/g4h.2023.0096
Brigitta R Villumsen, Jan Frystyk, Martin Grønbech Jørgensen, Britta Hørdam, Michael Borre

Purpose: Androgen deprivation therapy (ADT) may induce unfavorable changes in metabolic outcomes, insulin sensitivity, insulin-like growth factors (IGFs), and in serum levels of adipocyte-derived hormones. In this preplanned randomized ancillary study, we aimed to investigate the ability of exercise to counteract alterations in triglyceride, cholesterol, waist circumference, and insulin caused by ADT in men with locally advanced and metastatic prostate cancer (PCa). Materials and Methods: Forty-six PCa patients undergoing treatment were randomized to 12 weeks of 180 minutes of weekly unsupervised home-based exergaming or usual care. Blood glucose, lipids, cholesterol, adiponectin, leptin, insulin sensitivity, and the insulin growth factor axis were measured at baseline, and after 12 and 24 weeks. Biomarkers were analyzed using a linear mixed-effect model of the difference between the groups from baseline to week 24. In addition, blood pressure, body mass index, body weight, and waist circumference were measured at baseline and after 12 weeks/end of intervention and analyzed using adjusted linear regression analysis. Results: After 24 weeks, a significant difference was seen between the intervention and usual care groups in plasma triglyceride (diff: 0.5 mmol/L, P = 0.02) and high-density lipoprotein (HDL; diff: 0.2 mmol/L, P = 0.01) favoring the intervention group, whereas IGF-binding protein-3 (diff: 148 μg/L, P = 0.01) favored the usual care group. The remaining outcomes were unaffected. Conclusion: Improvement in HDL cholesterol could be used as a primary biomarker in future randomized controlled trials investigating the cardiovascular protecting properties of exergaming.

目的:雄激素剥夺治疗(ADT)可能会导致代谢结果、胰岛素敏感性、胰岛素样生长因子(IGFs)和血清脂肪细胞衍生激素水平的不利变化。在这项预先计划的随机辅助研究中,我们旨在研究运动对抗局部晚期和转移性癌症(PCa)男性ADT引起的甘油三酯、胆固醇、腰围和胰岛素变化的能力。材料和方法:46名接受治疗的前列腺癌患者被随机分配到12周,每周180分钟的无监督家庭锻炼或常规护理中。在基线、12周和24周后测量血糖、脂质、胆固醇、脂联素、瘦素、胰岛素敏感性和胰岛素生长因子轴。使用基线至第24周各组差异的线性混合效应模型分析生物标志物。此外,在基线和干预12周/结束后测量血压、体重指数、体重和腰围,并使用调整后的线性回归分析进行分析。结果:24周后,干预组和常规护理组的血浆甘油三酯存在显著差异(差异:0.5 mmol/L,P = 0.02)和高密度脂蛋白(HDL;差异:0.2 mmol/L,P = 0.01),而IGF结合蛋白-3(差异:148 μg/L,P = 0.01)有利于常规护理组。其余结果未受影响。结论:高密度脂蛋白胆固醇的改善可作为未来研究运动游戏心血管保护特性的随机对照试验的主要生物标志物。
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引用次数: 0
Effect of Exergame on Pain, Function, and Quality of Life in Shoulder Impingement Syndrome: A Prospective Randomized Controlled Study. Exergame 对肩关节撞击综合征患者疼痛、功能和生活质量的影响:前瞻性随机对照研究》。
IF 3.5 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH Pub Date : 2024-04-01 Epub Date: 2024-02-23 DOI: 10.1089/g4h.2023.0108
Aysun Özlü, Sema Üstündağ, Dilan Bulut Özkaya, Ahmet Kıvanç Menekşeoğlu

Objective: This study aimed to investigate the effect of a virtual reality (VR)-mediated gamified rehabilitation program added to a home exercise program on pain, functionality, and quality of life in shoulder impingement syndrome. Methods: Forty-eight participants with shoulder impingement syndrome were included in this prospective, randomized, single-blind study between January and July 2022. The participants were randomized into two groups: the VR group (n = 24) and the control group (n = 24). All participants were given a home exercise program for 3 weeks, with five sessions per week. The participants in the VR group received 15 sessions (45 minutes each session) of a gamified shoulder exercise program with an immersive VR headset, while those in the control group received 15 sessions (45 minutes each session) of supervised therapeutic exercises. The participants were evaluated and compared before and after treatment using the 36-item Short Form Survey (SF-36), range-of-motion (ROM) measurements, the Visual Analog Scale (VAS), and the Shoulder Pain and Disability Scale (SPADI). Results: At the baseline assessment, the two groups were homogenous regarding demographic and clinical parameters. The post-treatment shoulder extension and adduction ROM was significantly greater in the VR group and the post-treatment pain subscales for SPADI and SF-36 were significantly lower in the VR group. Conclusion: In individuals with shoulder impingement syndrome, a VR-mediated gamified exercise program added to a home exercise program increased shoulder ROM and reduced pain scores. Further clinical studies are needed to prove the long-term efficacy of the addition of VR-mediated gamified exercises to the treatment of this condition in clinical settings.

研究目的本研究旨在调查在家庭锻炼计划中加入以虚拟现实(VR)为媒介的游戏化康复计划对肩撞击综合征患者疼痛、功能和生活质量的影响。研究方法在 2022 年 1 月至 7 月期间,48 名肩关节撞击综合征患者参加了这项前瞻性、随机、单盲研究。参与者被随机分为两组:VR 组(24 人)和对照组(24 人)。所有参与者都接受了为期 3 周的家庭锻炼计划,每周 5 次。VR 组的参与者接受了 15 节(每节 45 分钟)游戏化的肩部锻炼计划,并佩戴了沉浸式 VR 头显,而对照组的参与者则接受了 15 节(每节 45 分钟)有指导的治疗性锻炼。采用 36 项简表调查(SF-36)、运动范围(ROM)测量、视觉模拟量表(VAS)和肩痛与残疾量表(SPADI)对参与者进行评估,并对治疗前后的情况进行比较。结果在基线评估中,两组的人口统计学和临床参数相同。治疗后,VR 组的肩关节伸展和内收 ROM 明显增大,治疗后 SPADI 和 SF-36 的疼痛分量表明显降低。结论对于肩关节撞击综合征患者,在家庭锻炼计划中加入以VR为媒介的游戏化锻炼计划,可增加肩关节的活动度,降低疼痛评分。还需要进一步的临床研究来证明,在临床环境中添加以 VR 为媒介的游戏化练习来治疗这种疾病的长期疗效。
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引用次数: 0
The "STAR WARS: The First Jedi" Program-Effects of Gamification on Psychological Well-Being of College Students. “星球大战:第一个绝地武士”计划。游戏化对大学生心理健康的影响。
IF 3.5 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH Pub Date : 2024-04-01 Epub Date: 2023-10-19 DOI: 10.1089/g4h.2023.0059
Carmen Navarro-Mateos, Jose Mora-Gonzalez, Isaac J Pérez-López

Background: College students are particularly susceptible to developing mental health problems. Gamification can be a powerful teaching strategy to favor motivation and behavioral changes for the improvement of psychological well-being. Purpose: To analyze the effect of a 14-week gamification-based physical education teaching program on psychological well-being of college students. Materials and Methods: A total of 112 college students (21.22 ± 2.55 years) were recruited and assigned to a gamification-based group or a control group. The intervention group participated in a gamification-based program under the framework of "STAR WARS" science fiction sage. Participants from this group used a mobile app with a countdown timer and the way for them to gain lifetime was by doing physical activity (PA) and formative challenges. The control group did not experience the gamification approach itself as their classes were based on traditional methodology. They were asked to maintain their usual lifestyle and were not required to do PA. Emotional intelligence, personal initiative, entrepreneurial attitude, resilience, and self-efficacy were self-reported. Results: The gamification-based group showed a significantly higher improvement of emotional intelligence (P ≤ 0.006), personal initiative (P ≤ 0.033), entrepreneurial attitude (P < 0.001), resilience (P = 0.002), and self-efficacy (P < 0.001), compared with the control group. Overall effect sizes were of medium magnitude for emotional intelligence and personal initiative, large magnitude for entrepreneurial attitude, and small magnitude for resilience and self-efficacy. Conclusion: Gamification and the use of mobile apps may become powerful teaching strategies to motivate college students toward healthier lifestyle behaviors that have psychological well-being benefits.

背景:大学生特别容易出现心理健康问题。游戏化可以成为一种强大的教学策略,有利于动机和行为的改变,以改善心理健康。目的:分析为期14周的游戏化体育教学对大学生心理健康的影响。材料和方法:共有112名大学生(21.22 ± 2.55岁)被招募并分配到基于游戏化的组或对照组。干预小组在“星球大战”科幻圣人的框架下参与了一个基于游戏化的项目。该小组的参与者使用了一个带有倒计时计时器的移动应用程序,他们获得生命的方式是进行体育活动(PA)和形成性挑战。对照组没有体验到游戏化方法本身,因为他们的课程是基于传统方法论的。他们被要求保持正常的生活方式,不需要做PA。情商、个人主动性、创业态度、韧性和自我效能都是自我报告的。结果:游戏化组的情绪智力有显著提高(P ≤ 0.006),个人主动性(P ≤ 0.033),创业态度(P P = 0.002)和自我效能感(P 结论:游戏化和使用手机应用程序可能成为激励大学生采取更健康的生活方式的有力教学策略,这些行为对心理健康有益。
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引用次数: 0
Virtual Reality in Improving Anticipatory Postural Adjustments to Step Initiation in Individuals with Knee Osteoarthritis: A Randomized Controlled Trial. 虚拟现实技术在改善膝关节骨性关节炎患者起步时的预期姿势调整方面的应用:随机对照试验。
IF 3.5 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH Pub Date : 2024-04-01 Epub Date: 2024-03-05 DOI: 10.1089/g4h.2023.0154
Luana Karine Resende Oliveira, Amélia Pasqual Marques, Karen Flaviane Assis Andrade, Jéssica Cristina Santos de Assis, Aymee Lobato Brito, Givago Silva Souza, Bianca Callegari

Background: Virtual reality (VR) has been suggested as a new therapeutic approach in various sectors of rehabilitation, including the treatment of patients with knee osteoarthritis (OA), and one of its treatment goals is to improve the gait pattern and walking ability of patients. Objective: This study aimed to evaluate if VR, along with conventional physiotherapy treatment (CT), has superior effects to kinesiotherapy alone on pain, physical capacity, balance, and the parameters of anticipatory postural adjustments (APAs) in patients with knee OA. Design: This study is a single-blind randomized controlled trial. Setting: Secondary care at Hospital SARAH Network of Rehabilitation Hospitals, Brazil. Participants: Forty participants (31 women and 9 men) with knee OA in at least one knee and able to ambulate independently. Intervention: A rehabilitation program (8 consecutive weeks, 50-minute session, twice a week). Patients were randomized into the intervention groups CT or VR. Main Outcome Measures: Primary-latency of APA, amplitude of APA, and time to reach the maximum acceleration amplitude. Secondary-balance control by Mini-Balance Evaluation Systems Test, pain, and physical capacity by Western Ontario and McMaster Universities Arthritis Index. Results: The results of the study showed that conventional treatment significantly improved pain intensity, physical capacity, and balance in individuals with knee OA; however, only the group that used VR showed improvement in the APA parameters. Conclusion: This study demonstrated that VR associated with conventional treatment improved APAs in patients with knee OA.

背景:虚拟现实(VR)被认为是康复领域的一种新的治疗方法,包括膝关节骨关节炎(OA)患者的治疗,其治疗目标之一是改善患者的步态模式和行走能力。研究目的本研究旨在评估在常规物理治疗(CT)的基础上,VR 对膝关节 OA 患者的疼痛、体能、平衡以及预期姿势调整(APA)参数的影响是否优于单纯的运动疗法。研究设计本研究为单盲随机对照试验。研究地点巴西 SARAH 康复医院网络的二级医疗机构。参与者: 40 名参与者(31 名女性和 9 名男性):40名参与者(31名女性和9名男性),至少一个膝关节患有膝关节OA,能够独立行走。干预措施康复计划(连续 8 周,每次 50 分钟,每周两次)。患者被随机分为 CT 或 VR 两组。主要结果指标:主要指标-APA的延迟、APA的振幅和达到最大加速度振幅的时间。次要指标-迷你平衡评估系统测试的平衡控制、疼痛和西安大略和麦克马斯特大学关节炎指数的体能。研究结果研究结果表明,常规治疗能明显改善膝关节 OA 患者的疼痛强度、体能和平衡能力;但只有使用 VR 的组别在 APA 参数方面有所改善。结论本研究表明,VR 与常规治疗相结合可改善膝关节 OA 患者的 APA。
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引用次数: 0
Digital Educational Game "O Jardim do Ferro": A Tool for the Prevention of Iron Deficiency Anemia in Childhood. 数字教育游戏 "O Jardim do Ferro":预防儿童缺铁性贫血的工具。
IF 3.5 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH Pub Date : 2024-02-01 DOI: 10.1089/g4h.2023.0006
Rejane Bermudes Costa Beber, Nicholas Doviggi Meyer, Gabriel Rodrigues Felipetto, Marianne Machado, Margarida Reis Santos, Camila Lehnhart Vargas, Franceliane Jobim Benedetti

Objective: To create and evaluate a digital educational game (DEG) for preschool children for the prevention of iron deficiency and iron deficiency anemia. Methodology: The DEG software was developed by a multidisciplinary team, according to Chandler's methodology, in Engine Unity. The game is a 2D platformer, for Android, with three different phases. A quiz was developed for parents/caregivers about iron absorption and anemia. The quiz content was evaluated by experts. The evaluation of the game was carried out through a questionnaire applied in the school for children from 4 to 6 years of age. Results: For the construction of the game, programming, team planning, art, and soundtrack were necessary. The game was registered at the National Institute of Industrial Property. The quiz was evaluated by 14 experts and all questions had more than 80% agreement. The questionnaire was answered by 32 children with a mean age of 5.0 ± 0.7 years, and ∼70% evaluated the game positively. Thus, the acceptability of the software was favored by most players. Conclusion: The "O Jardim do Ferro" software, from its conception to evaluation, proved to be a promising tool to contribute to food and nutrition education actions, providing opportunities for the construction of knowledge about iron-rich foods for the prevention of iron deficiency and iron deficiency anemia in childhood.

目的为学龄前儿童制作并评估一款预防缺铁和缺铁性贫血的数字教育游戏(DEG)。方法:数字教育游戏软件是由一个多学科团队根据钱德勒的方法,使用 Unity 引擎开发的。该游戏是安卓系统的 2D 平台游戏,分为三个不同阶段。为父母/照顾者开发了有关铁吸收和贫血的测验。专家对测验内容进行了评估。对游戏的评估是通过在学校对 4 至 6 岁儿童进行的问卷调查进行的。结果:游戏的制作需要编程、团队策划、美术和配乐。该游戏已在国家工业产权局注册。14 位专家对测验进行了评估,所有问题的同意率均超过 80%。32 名平均年龄为 5.0±0.7 岁的儿童回答了调查问卷,70% 的儿童对游戏给予了积极评价。因此,软件的可接受性得到了大多数玩家的青睐。结论O Jardim do Ferro "软件从构思到评估,都证明是一个很有前途的工具,有助于开展食品和营养教育活动,为构建富含铁的食品知识提供了机会,从而预防儿童缺铁和缺铁性贫血。
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引用次数: 0
Attention Training Improves Executive Functions and Ameliorates Behavioral Symptoms in Children with Attention-Deficit Hyperactivity Disorder: Implication of Tele-Cognitive-Rehabilitation in the Era of Coronavirus Disease. 注意力训练可提高注意力缺陷多动障碍儿童的执行功能并改善其行为症状:远程认知康复在冠状病毒疾病时代的意义》。
IF 3.5 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH Pub Date : 2024-02-01 Epub Date: 2023-10-19 DOI: 10.1089/g4h.2023.0002
Vahid Nejati, Zahra Derakhshan

Background: Children with attention-deficit hyperactivity disorder (ADHD) struggle with impaired attention, leading to impaired executive function and behavioral symptoms. In this study, we aimed to evaluate the effect of attention training on executive functions and behavioral symptoms in children with ADHD, in a tele-cognitive-rehabilitation setting. Methods: Thirty children (mean age: 9.93 ± 1.68 years, 21 boys) with ADHD were randomly assigned to 2 equal groups of attention training and active control group. Attentive Rehabilitation and Improvement of Attention (ARIA) and a class of storytelling were used for intervention in two groups, in an online platform. Continuous performance test, one-back test, Wisconsin card sorting test (WCST), Conner's parent rating scale, and behavioral rating inventory of executive function (BRIEF) were used for assessment in three-baseline, postintervention, and follow-up sessions. Repeated measures analysis of variances were used for analysis. Results: ARIA leads to significant improvement in omission error (P < 0.001), commission error (P = 0.006), and response time (P = 0.005) of continuous performance test, cluster (P = 0.001), but not preservation error (P = 0.110) of WCST, accuracy of NBT (P = 0.004) and the score of Conner's parent rating scale (P < 0.001) and BRIEF (P < 0.001). These results indicate improved attention and executive functions, amelioration of ADHD symptoms, and improved behavioral performance. Conclusion: This study suggests that attention can be trained through tele-cognitive rehabilitation using a remediation program in children with ADHD. The effectiveness of this training can be confirmed by examining the transfer of training effects to other untrained cognitive domains, executive functions, symptoms of ADHD, and behavioral performance.

背景:注意力缺陷多动障碍(ADHD)儿童因注意力受损而挣扎,导致执行功能和行为症状受损。本研究旨在评估在远程认知康复环境中,注意力训练对多动症儿童执行功能和行为症状的影响。研究方法将 30 名多动症儿童(平均年龄:9.93 ± 1.68 岁,21 名男孩)随机分配到注意力训练组和积极对照组。两组分别采用注意力康复与改善(ARIA)和一堂故事课,通过在线平台进行干预。连续表现测试、单背测试、威斯康星卡片分类测试(WCST)、康纳尔家长评分量表和执行功能行为评分量表(BRIEF)分别用于基线、干预后和随访三个阶段的评估。分析采用重复测量方差分析。结果显示ARIA显著改善了连续表现测试中的遗漏错误(P P = 0.006)和反应时间(P = 0.005)、WCST中的群集错误(P = 0.001),但没有改善保存错误(P = 0.110)、NBT的准确性(P = 0.004)和Conner家长评分量表的得分(P P 结论:ARIA可以改善儿童的注意力:本研究表明,通过远程认知康复训练,可以对多动症儿童进行注意力训练。这种训练的有效性可以通过研究训练效果向其他未训练的认知领域、执行功能、多动症症状和行为表现的转移来证实。
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引用次数: 0
Reducing Stigma Toward People with Serious Mental Illness Through a Virtual Reality Intervention: A Randomized Controlled Trial. 通过虚拟现实干预减少对严重精神疾病患者的污名化:随机对照试验
IF 2.2 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH Pub Date : 2024-02-01 Epub Date: 2023-09-11 DOI: 10.1089/g4h.2023.0118
Matías E Rodríguez-Rivas, Adolfo J Cangas, Andrés Martin, Javiera Romo, J Carola Pérez, Sara Valdebenito, Laura Cariola, Josefina Onetto, Bárbara Hernández, Francisco Ceric, Pablo Cea, Patrick Corrigan

Background: Stigma toward people with serious mental illnesses (SMI), like schizophrenia, is a serious global public health challenge that limits the quality of life of those affected and poses a major barrier that keeps people from seeking professional help. There is an urgent need for novel, effective, and scalable interventions to decrease stigmatized perceptions of chronic psychotic disorders and to reduce the health burden imposed by them. Method: We conducted a randomized controlled trial to assess the impact of a new immersive virtual reality game (Inclúyete-VR) on the level of stigma toward people with SMI, measured by the Attribution questionnaire (AQ-27). Participants in the experimental group were exposed in an immersive way to hallucinations common in schizophrenia, then shown different psychosocial resources available for their recovery and social inclusion; those in the control group used VR software unrelated to mental health. VR sessions were delivered through Oculus headgear and lasted 25 minutes. Results: We randomly assigned 124 university students (55% female) to experimental or control conditions (n = 62 each). We used mixed ANOVA to compare outcomes before and after the intervention between the two groups. We found a significant intervention-by-time interaction (P < 0.001), with a reduction in the experimental group of overall stigma levels on the AQ-27 scale and its three subscales: dangerousness-fear, avoidance, and lack of solidarity (P < 0.001 for all). Conclusions: The Inclúyete-VR software proved effective in the short term in reducing stigma toward people with severe mental illness. The program's longer-term efficacy, scalability, and dissemination remain to be studied. ClinicalTrials.gov Identifier: NCT05393596.

背景:对精神分裂症等严重精神疾病(SMI)患者的污名化是一项严重的全球性公共卫生挑战,它限制了患者的生活质量,并成为阻碍患者寻求专业帮助的主要障碍。我们迫切需要新颖、有效且可推广的干预措施,以减少人们对慢性精神障碍的鄙视,并减轻其带来的健康负担。方法:我们进行了一项随机对照试验,以评估一款新的沉浸式虚拟现实游戏(Inclúyete-VR)对精神病患者污名化程度的影响。实验组的参与者以身临其境的方式接触精神分裂症患者常见的幻觉,然后向他们展示可用于康复和融入社会的各种社会心理资源;对照组的参与者则使用与精神健康无关的 VR 软件。VR课程通过Oculus头戴设备进行,持续25分钟。结果我们将 124 名大学生(55% 为女性)随机分配到实验组或对照组(各 62 人)。我们使用混合方差分析来比较两组干预前后的结果。我们发现干预与时间之间存在明显的交互作用(P P 结论):事实证明,Inclúyete-VR 软件能在短期内有效减少人们对重症精神病患者的成见。该计划的长期疗效、可扩展性和推广仍有待研究。ClinicalTrials.gov Identifier:NCT05393596。
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引用次数: 0
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Games for Health Journal
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