keyword
https://read.qxmd.com/read/38570376/large-language-and-vision-assistant-in-dermatology-a-game-changer-or-just-hype
#21
JOURNAL ARTICLE
Polat Goktas, Duygu Gülseren, Anne-Marie Tobin
The integration of artificial intelligence (AI) in healthcare, particularly in the field of dermatology, has experienced significant progress through the creation of advanced tools such as the Large Language and Vision Assistant (LLaVA). This comprehensive review examines whether LLaVA represents a significant breakthrough or merely a passing trend in dermatological practice. By incorporating both language and visual analysis capabilities, LLaVA aims to support enhanced diagnostic accuracy, patient engagement, and customized treatment planning, as evidenced by current research and case studies...
April 4, 2024: Clinical and Experimental Dermatology
https://read.qxmd.com/read/38568951/serious-games-are-more-than-just-games
#22
JOURNAL ARTICLE
Santiago de Matos Lima, Paula Otero
Serious games (SG) or educational games are complete games designed for a specific purpose that fulfill both their classic function of entertainment and promote the learning of specific concepts or skills and optimize health care in general. In the pediatric setting, these games combine strategies to educate about health issues, promote healthy behaviors, provide therapy or medical treatment. SG have been shown to promote adherence to treatment in children with chronic diseases, reduce anxiety in those undergoing invasive medical procedures, and stimulate the development of cognitive, emotional, or psychomotor skills...
April 11, 2024: Archivos Argentinos de Pediatría
https://read.qxmd.com/read/38566396/weight-misperception-and-weight-related-behaviors-in-non-hispanic-black-youth
#23
JOURNAL ARTICLE
Tienna Fenton, Elena Bastida
Current literature is conflicting regarding whether accurate weight perception encourages healthy weight-related behaviors. This study examined the prevalence of weight misperception and explored associations between weight misperception and weight-related behaviors among 353 Black adolescents in Broward County, Florida. Overall, 44.8% of participants misperceived their weight, with boys more often misperceiving their weight than girls (52.2% vs 40.2%). Students who misperceived their weight were more likely to try to lose weight but less likely to be adequately physically active...
April 2, 2024: Journal of Health Psychology
https://read.qxmd.com/read/38563873/game-design-elements-of-serious-games-in-the-education-of-medical-and-healthcare-professions-a-mixed-methods-systematic-review-of-underlying-theories-and-teaching-effectiveness
#24
REVIEW
Alexandra Aster, Matthias Carl Laupichler, Saskia Zimmer, Tobias Raupach
Serious games, as a learning resource, enhance their game character by embedding game design elements that are typically used in entertainment games. Serious games in its entirety have already proven their teaching effectiveness in different educational contexts including medical education. The embedded game design elements play an essential role for a game's effectiveness and thus they should be selected based on evidence-based theories. For game design elements embedded in serious games used for the education of medical and healthcare professions, an overview of theories for the selection lacks...
April 2, 2024: Advances in Health Sciences Education
https://read.qxmd.com/read/38563685/oral-health-education-for-children-development-of-a-serious-game-with-a-user-centered-design-approach
#25
JOURNAL ARTICLE
Thaís Silva Mendonça, Sérgio Teixeira de Carvalho, Ahmad Aljafari, Marie Therese Hosey, Luciane Rezende Costa
Background: Children can learn efficiently with well-designed serious games. The use of applications to promote health has proliferated, but there is a lack of scientific studies on educational games in oral health. Materials and Methods: We developed the Brazilian version of a British and Jordanian oral health education game for children from the perspectives of Brazilian specialists and users. This descriptive study, with a qualitative and quantitative approach, comprised three phases: I-Experts' discussion of the appropriateness of the previous version of the game to Brazil; II-Development of the first Brazilian version of the game; and III-Evaluation of the first version with 15 children from 4 to 8 years of age...
April 1, 2024: Games for Health
https://read.qxmd.com/read/38545644/utilizing-a-medical-school-outreach-program-to-help-high-school-students-explore-the-impact-of-food-security-and-ultra-processed-foods-on-health-risks
#26
JOURNAL ARTICLE
Kyeorda Kemp, Brianne Lewis, Akshata R Naik, Virginia E Uhley
We offered an enrichment program for high school students with the theme " The Environment, Health, and You" during the Summer of 2022 and the Spring of 2023. We developed several educational modules for high school students that provided them with an opportunity to learn and explore the foundations of physiological systems, nutrient needs to maintain health, and the impact that environmental factors can have on them. The modules included videos, discussion boards, games, readings, and labs. These modules were integrated into the first session: Your Body and Health...
March 28, 2024: Advances in Physiology Education
https://read.qxmd.com/read/38529869/-primary-prevention-of-computer-game-addiction-in-students-of-educational-institutions
#27
JOURNAL ARTICLE
R A Kardashian
OBJECTIVE: To conduct the primary prevention of computer game addiction (PPCGA) in students of General education institutions (GEI), aimed at preventing the formation of CGA. MATERIAL AND METHODS: The study included 488 students in grades 7-10 of GEI aged 12-17 years (14.6±2.4 years), of which 393 adolescents, who made up the main group, received PPCGA and 95 - control, without PPCGA. RESULTS: Preventive measures were carried out without interrupting the educational process; they were carried out by addiction psychiatrists and medical psychologists...
2024: Zhurnal Nevrologii i Psikhiatrii Imeni S.S. Korsakova
https://read.qxmd.com/read/38528889/-medical-escape-games-experimenting-with-a-new-teaching-method
#28
JOURNAL ARTICLE
Pauline Larouche, Kevin Sweeney, Judith Lajeunesse
With escape games gaining in popularity, we decided to adapt the concept of an existing medical escape game to the needs of our family medicine residents, by simulating clinical situations and creating puzzles with medical content. This activity was a fun way to integrate theoretical learning while developing a number of CanMEDS roles. Overall, the residents were very satisfied with the topics chosen and the interactive aspect of the experience. This escape game requires few resources, is adaptable to different environments and can be adjusted according to students' needs...
February 2024: Canadian Medical Education Journal
https://read.qxmd.com/read/38510392/an-escape-room-to-teach-first-and-second-year-medical-students-nephrology
#29
JOURNAL ARTICLE
Jonathan Hu, Mikayla Sonnleitner, Edward Weldon, Sameer Kejriwal, Bryan Brown, Ashish Shah
UNLABELLED: An escape room is a team-based activity that requires players to solve a series of puzzles to complete a story and "break out" of a room. It has recently gained traction in medical education for its ability to interactively and effectively present learning objectives. This was a prospective educational study that describes the successful application of a nephrology themed escape room for first- and second-year medical students. Compared to pre-escape room participation, the 52 students demonstrated a statistically significant improvement in self-reported knowledge for renal physiology ( p  < 0...
February 2024: Medical Science Educator
https://read.qxmd.com/read/38510390/students-satisfaction-regarding-the-application-of-crossword-puzzles-during-the-online-teaching-practice-of-medical-physiology-a-promising-experience-during-the-covid-19-pandemic
#30
JOURNAL ARTICLE
Shimaa Mohammad Yousof, Lamis AbdelGadir Kaddam, Mohamed Aly Zayed
INTRODUCTION: The coronavirus has hit the world and has led to substantial changes in all aspects of life. One of the important affected aspects is the teaching and learning process. Most of the learning authorities including King Abdulaziz University, Rabigh branch, have shifted to distant and online learning to avoid social contact and spreading the viral infection. Creating an interesting and interactive environment via online learning became necessary to attract the students' attention and sharing in the online sessions was, therefore, crucial...
February 2024: Medical Science Educator
https://read.qxmd.com/read/38504860/infection-prevention-in-medical-education-results-of-a-descriptive-cross-sectional-study-in-germany
#31
JOURNAL ARTICLE
Paul-Dierk Tingelhoff, Frank Hufert, Claudia Kiessling, Bertram Otto
OBJECTIVE: The aim of the study was to assess the current curricular status of content on infection prevention in hospitals during medical education prior to the development of a serious game on infection prevention in hospitals. In addition, the data collected was to be contrasted with the training for a specialist nurse in hygiene and infection prevention (FKHI). METHODOLOGY: In an online survey, persons in charge of medical degree programs and continuing education centers for FKHI, SkillsLabs and professional associations in Germany were asked to answer 28 questions on framework conditions, teaching, examinations, and gamification...
2024: GMS Journal for Medical Education
https://read.qxmd.com/read/38488662/smartphone-based-virtual-and-augmented-reality-implicit-association-training-variat-for-reducing-implicit-biases-toward-patients-among-health-care-providers-app-development-and-pilot-testing
#32
JOURNAL ARTICLE
Jiabin Shen, Alex J Clinton, Jeffrey Penka, Megan E Gregory, Lindsey Sova, Sheryl Pfeil, Jeremy Patterson, Tensing Maa
BACKGROUND: Implicit bias is as prevalent among health care professionals as among the wider population and is significantly associated with lower health care quality. OBJECTIVE: The study goal was to develop and evaluate the preliminary efficacy of an innovative mobile app, VARIAT (Virtual and Augmented Reality Implicit Association Training), to reduce implicit biases among Medicaid providers. METHODS: An interdisciplinary team developed 2 interactive case-based training modules for Medicaid providers focused on implicit bias related to race and socioeconomic status (SES) and sexual orientation and gender identity (SOGI), respectively...
March 7, 2024: JMIR Serious Games
https://read.qxmd.com/read/38486166/development-and-validation-of-an-objective-virtual-reality-tool-for-assessing-technical-aptitude-among-potential-candidates-for-surgical-training
#33
JOURNAL ARTICLE
Noa Gazit, Gilad Ben-Gal, Ron Eliashar
BACKGROUND: Good technical skills are crucial for surgeons. Yet although surgical training programs strive to assess technical aptitude when selecting surgical residents, valid assessments of such aptitude are still lacking. Surgical simulators have been proposed as a potentially effective tool for this purpose. The current study aims to develop a technical aptitude test using a virtual reality surgical simulator, and to validate its use for the selection of surgical residents. METHODS: The study had three phases...
March 14, 2024: BMC Medical Education
https://read.qxmd.com/read/38475788/interactive-learning-environment-as-a-source-of-critical-thinking-skills-for-college-students
#34
JOURNAL ARTICLE
Hao Song, Lianghui Cai
BACKGROUND: The cognitive skills underlying critical thinking include analysis, interpretation, evaluation, explanation, inference, and self-regulation. The study aims to consider the possibility and effectiveness of introducing the mobile game Lumosity: Brain Training into the learning process of first-year Philology students studying at Qiqihar University. METHODS: The sample included 30 volunteers: 15 girls and 15 boys, whose average age was 18.4 years. Before the experiment start, the respondents took a pre-test based on the Critical Thinking Skills Success methodology, which was developed by the American scientist Starkey...
March 12, 2024: BMC Medical Education
https://read.qxmd.com/read/38462418/the-effect-of-mobile-game-training-designed-for-asthmatic-children-on-asthma-management-and-quality-of-life
#35
JOURNAL ARTICLE
Atiye Karakul, Duygu Sönmez Düzkaya, Gamze Bozkul, Murat Çapanoğlu
PURPOSE: This study aimed to examine the effect of mobile game training designed for children with asthma on inhaler use skills, asthma symptoms and treatment needs, and quality of life. DESIGN AND METHODS: This randomized controlled study was conducted between April and October 2023 at "Pediatric Asthma and Allergy Clinic" in Turkey. The sample of the study consists of a total of 74 children diagnosed with asthma, including the Mobile game (n: 37) and the Control group (n: 37)...
March 9, 2024: Journal of Pediatric Nursing
https://read.qxmd.com/read/38460191/are-serious-games-seriously-good-at-preparing-students-for-clinical-practice-a-randomized-controlled-trial
#36
JOURNAL ARTICLE
Janaya Elizabeth Perron, Penelope Uther, Michael Jonathon Coffey, Andrew Lovell-Simons, Adam W Bartlett, Ashlene McKay, Millie Garg, Sarah Lucas, Jane Cichero, Isabella Dobrescu, Alberto Motta, Silas Taylor, Sean Edward Kennedy, Chee Yee Ooi
PURPOSE: Serious games (SGs) have great potential for pediatric medical education. This study evaluated the efficacy of a SG in improving learner satisfaction, knowledge, and behavior. MATERIALS AND METHODS: This was an investigator-blinded randomized controlled trial (RCT) comparing a SG against two controls: (i) adaptive tutorial (AT), and (ii) low-stimulus control (LSC). SG is a highly immersive role-playing game in a virtual hospital. AT delivers interactive web-based lessons...
March 9, 2024: Medical Teacher
https://read.qxmd.com/read/38456198/assessing-the-importance-of-content-versus-design-for-successful-crowdfunding-of-health-education-games-online-survey-study
#37
JOURNAL ARTICLE
Hong Huang, Han Yu, Wanwan Li
BACKGROUND: Health education games make health-related tasks enjoyable and interactive, thereby encouraging user participation. Entrepreneurs and health educators can leverage online crowdfunding platforms, such as Kickstarter, to transform their innovative ideas into funded projects. OBJECTIVE: This research focuses on health education game initiatives on Kickstarter. Through an online user survey, it aims to understand user perceptions and evaluate the significance of 8 distinct components that may influence the success of such crowdfunding initiatives...
February 27, 2024: JMIR Serious Games
https://read.qxmd.com/read/38442092/characterization-of-suicidal-behavior-in-coquimbo-chile-between-2018-and-2020
#38
JOURNAL ARTICLE
Patricia Paz-Soto, Larry Games-Díaz, Muriel Ramírez-Santana
INTRODUCTION: Suicidal behavior is a public health problem worldwide. The World Health Organization estimated 700 000 deaths for the year 2021. OBJECTIVE: This study aimed to estimate the prevalence of suicidal behavior and describe its related factors in the Coquimbo Region, Chile, between 2018 and 2020. METHODS: 2190 suicide attempt notifications from the regional epidemiological surveillance system were analyzed, corresponding to 1781 people, along with 217 reports from the Forensic Medical Service of people who died by suicide...
March 5, 2024: Medwave
https://read.qxmd.com/read/38439056/relationship-between-demographic-and-social-variables-and-performance-in-virtual-reality-among-healthcare-personnel-an-observational-study
#39
JOURNAL ARTICLE
Daniel Katz, Benjamin Hyers, Eric Patten, Darren Sarte, Mariano Loo, Garrett W Burnett
BACKGROUND: Virtual reality is emerging as an important component of medical education. Although the benefits of virtual reality are apparent, the optimal strategy to orient to or differentiate learners in the virtual space have not been delineated. The purpose of this study was to investigate the relationships between demographic variables, social variables, and self-perceived comfort with technology to performance on a standardized non-medical virtual reality experience. METHODS: This observational study was performed at the International Meeting on Simulation in Healthcare in 2022...
March 4, 2024: BMC Medical Education
https://read.qxmd.com/read/38438893/comparison-of-gamification-and-role-playing-education-on-nursing-students-cardiopulmonary-resuscitation-self-efficacy
#40
JOURNAL ARTICLE
Ata Khaledi, Raziyeh Ghafouri, Sima Zohari Anboohi, Malihe Nasiri, Mohsen Ta'atizadeh
BACKGROUND: Cardiopulmonary resuscitation (CPR) is one of the most fundamental skills a nursing student should be trained in. Gamification in education involves using game elements to increase motivation, engagement, and personalization of the learning process. The gamification method creates competition among students using various methods, comparing to the role-playing method which is a teaching method that allows individuals to actively engage in simulated scenarios. Therefore, this research aimed to compare the effect of CPR education using gamification and role-playing on the self-efficacy of nursing students...
March 4, 2024: BMC Medical Education
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