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1.
Heliyon ; 10(6): e28108, 2024 Mar 30.
Artigo em Inglês | MEDLINE | ID: mdl-38533047

RESUMO

Introduction: Serious educational games are digital games designed to support teaching or learning objectives that have become popular among children. However, a set of principles is needed to develop a successful educational game. Therefore, this study aimed to provide a comprehensive and valid framework for designing children's serious educational games. Methods: The conceptual framework is developed in two phases. First, a scoping review was conducted in PubMed, Ovid (APA PsycInfo), EMBASE, Scopus, Web of Science, ProQuest, and gray literature on August 1, 2022. Papers in English that reported the serious educational games' principles for children were included. Second, the extracted data from the previous step was reviewed and discussed by the research team to develop the initial framework. Then, it was distributed to 20 experts with relevant knowledge and experience in two rounds to validate and apply their comments within the framework. Results: Of the 12916 papers identified, 15 were included in this study. In the proposed framework named CoDHP, the results were classified into four topics, including (a) content aspects, (b) design requirements, (c) highlighted attributes, and (d) children's preferences. Content aspects comprise four classes (goals and limits, child learning content, learning context, and a long-term program) with 16 principles. Design requirements contain 11 classes (stories and storylines, player characters, game mechanics, interactivity, game challenge, game rules, game help, entertaining games, user interface, accessibility, and setting) with 47 principles, of which 15 are highlighted. Regarding children's preferences for the game elements, various similarities and differences were extracted. For instance, both girls and boys prefer fun and popular games. Based on experts' comments, 21 supplementary principles were recommended to complete the content and design requirements. Conclusion: Game designers or researchers can use the proposed framework as a formative guide to design successful serious games or evaluate children's digital games.

2.
Heliyon ; 9(7): e18152, 2023 Jul.
Artigo em Inglês | MEDLINE | ID: mdl-37501969

RESUMO

Introduction: Data concerning the relationship between Mental Health Literacy (MHL) and COVID-19 stress are limited. The study explored the relationship between COVID-19-related stress, MHL, and healthy lifestyle and their components. The current study aimed to investigate the moderating role of a healthy lifestyle in the relationship between MHL and COVID-19-related stress among people referring to health complexes in Tabriz. Methods: In this descriptive-correlational study, 1011 people who referred to health complexes in Tabriz were selected using cluster sampling and responded to the COVID-19 Stress Scale (CSS), Mental Health Knowledge Questionnaire (MHKQ), and Lifestyle Questionnaire (LSQ). Data analysis was performed using structural equation modeling. SPSS ver.19 and LISREL ver. 8.5 statistical software is used to classify, process, and analyze data and test research hypotheses. Results: The results indicated that stress caused by COVID-19 has a negative relationship with lifestyle and MHL. The relationship between lifestyle and MHL was positive, and it has the positive effect on a healthy lifestyle (with a standardized coefficient of 0.23). In addition, MHL had a negative effect on the stress related to the coronavirus (with a standard coefficient of -0.22), and the relationship between a healthy lifestyle was also negative on the stress related to the coronavirus (with a standard coefficient of -0.20). The evaluation of the hypothetical research model using fit indices showed that the hypothetical model fits the measurement model (Comparative Fit Index (CFI) = 0.97, Goodness of Fit Index (GFI) = 0.95, Root Mean Square Error of Approximation (RMSEA) = 0.055). All the comparative indices as well as the comparative fit index were found to be close to one and greater than 0.90. Conclusion: This study highlights that healthcare providers must develop effective preventive and therapeutic interventions to deal with COVID-19-related stress and pay attention to the issue of increasing the level of MHL during international crises taking into consideration the moderating role of a healthy lifestyle, and develop educational and treatment programs.

3.
PLoS One ; 17(11): e0276985, 2022.
Artigo em Inglês | MEDLINE | ID: mdl-36350809

RESUMO

Child abuse refers to any form of maltreatment, including physical abuse, sexual abuse, emotional abuse, and neglect that occurs to children under 18 years of age. Digital games and virtual reality (VR) can be used as beneficial solutions for dealing with child maltreatment concerns. This study aimed to present a conceptual framework for showing the applications of these technologies in managing child abuse. The framework is developed in two stages: (1) a scoping review to gather digital games and VR applications for child abuse issues through the search in PubMed, Ovid (APA PsycInfo), Scopus, Web of Science, ProQuest, Institute of Electrical and Electronics Engineers (IEEE), Cochrane Database of Systematic Reviews, and grey literature and (2) developing a conceptual framework based on the review results and validating it by 12 experts. The proposed conceptual framework shows that digital games and VR have been used for six main topics: (1) medical education, (2) prevention, (3) screening, (4) diagnosis, (5) treatment, and (6) forensic medicine in response to child abuse issues. Studies have more focused on child sexual abuse prevention, behavioral monitoring of sexual offenders in forensic medicine, and knowledge or performance assessment of students in medical education. Serious games (SGs), computer simulation, and immersive VR were common technologies for children, students, and forensic medicine, respectively. The experts believe the combination of immersive features of VR with SGs can further encourage user engagement. It appears that digital games and VR can play a positive role in child abuse management. Given the extensive capabilities of these technologies, further studies are needed to show all their potential applications for child abuse problems.


Assuntos
Maus-Tratos Infantis , Realidade Virtual , Criança , Humanos , Adolescente , Simulação por Computador , Revisões Sistemáticas como Assunto , Maus-Tratos Infantis/prevenção & controle , Estudantes
4.
Asian J Psychiatr ; 78: 103266, 2022 Dec.
Artigo em Inglês | MEDLINE | ID: mdl-36244295

RESUMO

OBJECTIVE: According to some recent evidence, suicide rate is higher in inpatients than in the general population around the world. However, suicide prevention strategies (SPS) are poorly focused and understood in medical settings. This study aimed to develop effective SPS and interventions in medical settings of Iran and provide evaluation checklists/procedures for them. METHODS: The study was performed in two steps, including literature review and expert opinions panel. In the first stage, we conducted a comprehensive literature review to find relevant suicide prevention programs, strategies, interventions, or any efforts to prevent suicide in the medical settings. In the second stage, an expert panel was arranged for developing effective and feasible SPS in medical settings. Data were analyzed through content analysis approach. RESULTS: Overall, 11 records were included in the literature review. SPS varied from staff training, safety plan and quality improvements, and prevention programs to therapy methods. Finally, in the second stage, the following seven major SPS were recommended by the expert panel: 1) Integration and application of obtained suicidal behavior data through evaluating medical records, 2) Screening and suicide risk assessment, 3) Staff training, 4) Quality improvement, 5) Follow-up of inpatients with high-risk behaviors, 6) Reducing stigma and improving public awareness, and 7) Follow-up of discharged high-risk inpatients. Also, 23 interventions within the strategies were presented. CONCLUSION: Given that SPS are poorly focused in medical settings, the practical framework that emerged in this study could be used to develop or advance SPS in various medical settings.


Assuntos
Prova Pericial , Prevenção do Suicídio , Humanos , Pacientes Internados , Ideação Suicida , Melhoria de Qualidade
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