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1.
J Med Internet Res ; 21(5): e12537, 2019 05 28.
Artículo en Inglés | MEDLINE | ID: mdl-31140432

RESUMEN

BACKGROUND: With the availability and capabilities of varied technologically enhanced learning activities, the blended learning approach has become increasingly popular in interprofessional education. The combined use of different technologically enhanced learning activities has not been fully examined, particularly to determine the effects of instructional sequences for effective learning outcomes. OBJECTIVE: The objective of this study was to investigate whether the instructional sequences of a blended learning approach can improve students' learning outcomes on interprofessional competencies. METHODS: A randomized controlled study was conducted with 40 interprofessional health care teams. These teams undertook three technologically enhanced learning activities-Web-based instruction (WI), virtual reality (VR), and simulation exercise (SE)-after random assignment to three groups based on three different instructional sequences (WI-VR-SE, WI-SE-VR, and SE-WI-VR). Pretests and posttests were conducted to evaluate the students' learning outcomes on interprofessional competencies. RESULTS: A total of 198 participants from the three groups completed the questionnaires. All three groups reported significant improvement in their levels of self-efficacy (P<.05) and attitudes (P<.001) toward interprofessional team care about 1 month after the interprofessional learning activity. Although no significant difference was found (P=.06) between the WI-VR-SE and WI-SE-VR groups in the self-efficacy posttests, participants in the SE-WI-VR group reported significantly lower (P<.05) posttest scores than those in the WI-SE-VR group. The majority of the participants (137/198, 69.1%) selected the instructional sequence "WI-VR-SE" as their top preference. CONCLUSIONS: This study shows that the instructional sequence of a blended learning approach can have a significant impact on students' learning outcomes. The learning of concepts from WI followed by problem-solving activity in the SE was found to be a more effective learning sequence than the reverse sequence. We recommend that future studies focus on scaffolding students' learning when planning instructional sequences for technologically enhanced learning activities within blended learning environments.


Asunto(s)
Relaciones Interprofesionales/ética , Aprendizaje/fisiología , Grupo de Atención al Paciente/normas , Femenino , Humanos , Masculino , Tecnología , Realidad Virtual
2.
Psychiatry Clin Neurosci ; 71(7): 479-491, 2017 Jul.
Artículo en Inglés | MEDLINE | ID: mdl-27649380

RESUMEN

Various perspectives exist regarding Internet gaming disorder. While the concept of behavioral addiction is gaining recognition, some view the phenomenon as merely excessive indulgence in online pastimes. Still, in recent years, complaints from patients or their family members about problems related to Internet use, particularly Internet gaming, have become more common. However, the clinical picture of Internet gaming disorder could be obscured by its heterogeneous manifestations with other intertwined factors, such as psychiatric comorbidities, neurodevelopmental factors, sociocultural factors, and game-related factors, which may influence the pathogenesis as well as the clinical course. To mitigate such problems, clinicians should be able to consider diverse aspects related to Internet gaming disorder. Classifying such a heterogeneous problem into subtypes that share a similar etiology or phenomenology may provide additional clues in the diagnostic process and allow us to designate available clinical resources for particularly vulnerable factors. In this review paper, we suggest a typology of 'impulsive/aggressive,' 'emotionally vulnerable,' 'socially conditioned,' and 'not otherwise specified' as subtypes of the heterogeneous phenomena of pathological Internet gaming. The implications of these subtypes for assessment and treatment planning will also be highlighted.


Asunto(s)
Conducta Adictiva/clasificación , Internet , Juegos de Video/efectos adversos , Humanos , Juegos de Video/psicología
3.
Cyberpsychol Behav Soc Netw ; 24(8): 558-565, 2021 Aug.
Artículo en Inglés | MEDLINE | ID: mdl-33372848

RESUMEN

Despite the escalating public concern about pathological use of the Internet among youth, little research has investigated the longitudinal trajectory of the problem and the role of peer support in it. This study aimed to determine the growth trajectory of pathological Internet use (PIU), identify latent subgroups presenting heterogeneous growth trajectories of PIU, and examine the initial status of and the rate of change in peer support as predictors of the growth trajectory of PIU among children and adolescents. Using four-wave longitudinal data from 3,079 Singaporean youth at ages 7-19, we performed Latent Growth Curve Modeling, Latent Class Growth Analysis and Latent Growth Mixture Modeling. Results revealed a downward trajectory of PIU among youth. We identified six latent subgroups, three of which were in pathological status for at least a year. The more rapid improvement in peer support, but not the initial level of peer support, predicted the faster reduction of PIU symptoms during the 3-year period. Findings suggest that although the symptoms of PIU among children and adolescents would decline over time, improving peer support could further alleviate youth PIU. We recommended that intervention programs include a peer support component to mitigate PIU among youth.


Asunto(s)
Conducta del Adolescente , Conducta Adictiva , Trastorno de Adicción a Internet/psicología , Uso de Internet , Influencia de los Compañeros , Factores Protectores , Adolescente , Niño , Femenino , Humanos , Análisis de Clases Latentes , Masculino , Singapur , Adulto Joven
4.
Nurse Educ Today ; 105: 105018, 2021 Oct.
Artículo en Inglés | MEDLINE | ID: mdl-34175564

RESUMEN

BACKGROUND: In an age disrupted by COVID-19 pandemic, three-dimensional virtual world (3DVW) offers an opportunity for healthcare students from different higher education institutions to participate in interprofessional education. Despite its growing evidence, there is a need to unravel the complex learning process in order to ensure high quality of interprofessional education delivery. AIM: This study aimed to explore the experiences of healthcare students and facilitators on the use of 3DVW for interprofessional team-based virtual simulation. METHODS: Interprofessional teams, each comprising six different healthcare students (Medicine, Nursing, Pharmacy, Physiotherapy, Occupational Therapy, and Medical Social Work) and two clinicians who acted as facilitators, logged into the 3DVW from their own remote locations to participate in team-based care delivery that included an interprofessional bedside round and a family conference. A qualitative descriptive study was conducted on a purposive sample of 30 healthcare students and 12 facilitators using focus group discussions and individual interviews. RESULTS: Four themes emerged from their experiences: the "wow experience", authentic experience on collaborative care, ease of learning, and preeminent role of the facilitator. The simulation provided the "wow" experiences through contextual, collaborative and experiential learning approaches. Despite technical challenges, the participants were wooed by the comforts of learning from home and the psychological safety in virtual environment. The facilitators played a critical role in optimizing learning engagement to win learners over. CONCLUSION: Our study explicates how attention to the "wow, woo and win" trilateral factors can transform the interprofessional learning experiences offered by 3DVW simulation. Future developments in the use of this learning technology should include developing the clinicians' facilitation skills and the provision of technical support to make this 3DVW a success calls in winning students' learning engagement.


Asunto(s)
COVID-19 , Estudiantes de Enfermería , Atención a la Salud , Humanos , Relaciones Interprofesionales , Pandemias , SARS-CoV-2
5.
Nurse Educ Today ; 81: 64-71, 2019 Oct.
Artículo en Inglés | MEDLINE | ID: mdl-31330404

RESUMEN

BACKGROUND: Collaborative learning in interprofessional team care delivery across different healthcare courses and institutions is constrained by geographical locations and tedious scheduling. Three dimensional virtual environments (3D-VE) are a viable and innovative tool to bring diverse healthcare students to learn together. AIM: The aim of this study is to describe the development of a 3D-VE and to evaluate healthcare students' experiences of their collaborative learning in the environment. METHOD: A mixed methods study design was employed. Participants from six healthcare courses (Medicine, Nursing, Pharmacy, Physiotherapy, Occupational Therapy, and Medical Social Work) were recruited from three institutions to form six interprofessional teams to participate in team care delivery via a 3D-VE. Pre- and post-tests were conducted to evaluate the students' attitudes toward healthcare teams and interprofessional collaboration. Four focus groups were conducted with 27 healthcare students after they completed questionnaires to evaluate their perceived usability, the sociability of computer-supported collaborative learning, and senses of presence. Interview transcripts were analyzed using thematic analysis. RESULT: The students demonstrated significant improvements in their attitudes toward healthcare teams (p < 0.05) and interprofessional collaboration (p < 0.001) after the collaborative learning. Four themes emerged from the focus group discussions: "feeling real", whereby the students felt immersed in their own roles; the virtual environment was perceived as "less threatening" compared to face-to-face interactions; "understanding each other's roles" among different healthcare professionals; and there were some "technical hiccups" related to sound quality and navigation. The participants reported positively on the usability (mean 3.48, SD 0.64), feasibility (mean 3.39, SD 0.60) and perceived sense of presence (mean 107.24, SD 17.78) of the 3D-VE in supporting collaborative learning. CONCLUSION: Given its flexibility, practicality, and scalability, this 3D-VE serves as a promising tool for collaborative learning across different healthcare courses and institutions in preparing for future collaborative-ready workforces.


Asunto(s)
Actitud del Personal de Salud , Prácticas Interdisciplinarias , Relaciones Interprofesionales , Grupo de Atención al Paciente , Realidad Virtual , Adulto , Femenino , Grupos Focales , Humanos , Masculino , Singapur , Estudiantes de Medicina , Estudiantes de Enfermería , Estudiantes de Farmacia , Encuestas y Cuestionarios , Adulto Joven
6.
J Behav Addict ; 6(3): 302-305, 2017 09 01.
Artículo en Inglés | MEDLINE | ID: mdl-28816518

RESUMEN

The inclusion of Gaming Disorder (GD) criteria in the 11th Revision of the International Classification of Diseases (ICD-11) beta draft was recently criticized, and an argument was made for its removal to "avoid a waste of public resources." However, these misleading statements are believed to be based on under estimation of this ever-growing problem. Such claims may endanger public health and the psychosocial well-being of affected individuals. Thus, the seriousness of the problem was briefly emphasized in our response paper. We provided an overview of how debates of this kind were developed in our region. In addition, we addressed the arguments made on research and children's rights. The accusation that GD exerts negative impacts on children's freedom and stigmatizes healthy gamers may arise from a false belief that this new digital media is benign or not addictive. Such statements could be true in some, but not all, cases. Unwillingness to recognize the addictive potential of gaming, as well as insistence on treating GD simply as an individual problem, are reminiscent of the era in which alcoholism was viewed as a personality problem. These dangerous views place affected individuals at greater health risk and further stigmatize them. Formalization of the disorder is also expected to help in standardization of research and treatment in the field. The inclusion of GD in the upcoming ICD-11 is a responsible step in the right direction.


Asunto(s)
Alcoholismo , Conducta Adictiva , Juegos de Video , Niño , Humanos , Clasificación Internacional de Enfermedades , Internet , Prejuicio
7.
Dev Psychol ; 53(12): 2340-2355, 2017 Dec.
Artículo en Inglés | MEDLINE | ID: mdl-28945440

RESUMEN

Mass media have numerous effects on children, ranging from influencing school performance to increased or reduced aggression. What we do not know, however, is how media availability in the bedroom moderates these effects. Although several researchers have suggested that bedroom media may influence outcomes by displacing other activities (the displacement hypothesis) or by changing the content of media consumed (the content hypothesis), these have rarely been tested directly. This study tested both hypotheses using several outcomes that are associated with bedroom media and some of the underlying mediating mechanisms. The hypotheses were tested using 3 longitudinal samples of varying methods, age, duration, and country. The results indicate that children who have bedroom media are likely to watch larger amounts of screen time which displaced important activities, such as reading and sleeping, which mediated later negative outcomes such as poor school performance. Bedroom media also influence risk for obesity and video game addiction. Children with bedroom media are also likely to be exposed to more media violence. The violent content increased normative beliefs about aggression, which increased physical aggression, providing support for the content hypothesis. This study demonstrates that media can have effects not just from what they show, but also because of what children are not exposed to. Bedroom media are therefore a robust risk factor for several aspects of child development. (PsycINFO Database Record


Asunto(s)
Desarrollo Infantil , Vivienda , Medios de Comunicación de Masas , Éxito Académico , Adolescente , Agresión , Conducta Adictiva/epidemiología , Niño , Femenino , Humanos , Estudios Longitudinales , Masculino , Obesidad/epidemiología , Lectura , Factores de Riesgo , Sueño , Factores de Tiempo , Juegos de Video
8.
Asia Pac J Public Health ; 27(2): NP2188-96, 2015 Mar.
Artículo en Inglés | MEDLINE | ID: mdl-22199156

RESUMEN

Given the potential negative mental health consequences of pathological video gaming, understanding its etiology may lead to useful treatment developments. The purpose of the study was to examine the influence of impulsive and regulatory processes on pathological video gaming. Study 1 involved 2154 students from 6 primary and 4 secondary schools in Singapore. Study 2 involved 191 students from 2 secondary schools. The results of study 1 and study 2 supported the hypothesis that self-regulation is a mediator between impulsivity and pathological video gaming. Specifically, higher levels of impulsivity was related to lower levels of self-regulation, which in turn was related to higher levels of pathological video gaming. The use of impulsivity and self-regulation in predicting pathological video gaming supports the dual-system model of incorporating both impulsive and reflective systems in the prediction of self-control outcomes. The study highlights the development of self-regulatory resources as a possible avenue for future prevention and treatment research.


Asunto(s)
Conducta Adictiva/psicología , Conducta Impulsiva , Autocontrol/psicología , Juegos de Video/psicología , Adolescente , Conducta del Adolescente , Salud del Adolescente , Niño , Humanos , Singapur
9.
Int J Cardiol ; 166(3): 696-701, 2013 Jul 01.
Artículo en Inglés | MEDLINE | ID: mdl-22206634

RESUMEN

BACKGROUND: We investigated the differences in socioeconomic status and quality health care between Singapore-born citizens and immigrants presenting with ST-segment elevation myocardial infarction (STEMI). METHODS: In a prospective study, patients admitted with STEMI were recruited for a questionnaire survey. The recruited patients were categorized based on their immigration status into Singapore-born citizens (SBC), foreign-born citizens (FBC), permanent residents (PR) and non-residents (NR). RESULTS: Among the 374 recruited patients, 286 (76.5%) patients were categorized as SBC, and the remaining 88 (23.5%) as immigrants. Further breakdown of the immigrants revealed that 33 were FBC (median duration of living in Singapore, 53 years), 22 were PR (18 years), and 33 were NR (11 years). Significant differences in socioeconomic status among SBC, FBC, PR and NR were detected. NR were in the lowest, while PR in the highest, socioeconomic class based on occupation (p=0.003), education level (p<0.001), and average monthly household income (p=0.020). There were no disparities in the proportion of patients treated with primary PCI (SBC 88%, FBC 82%, PR 91%, NR 79%, p=0.555). Median door-to-balloon times were similar among the four groups (56, 52, 60, 56min, p=0.614). Compared with SBC, PR was associated with longer symptom-to-balloon times (median difference 54.1 min; 95% CI 9.0 to 99.2). CONCLUSION: There were major differences in the socioeconomic status among SBC, FBC, PR and NR who presented with STEMI. Although there were no major disparities in access to high quality health care to these patients with different immigration status, symptom-to-balloon time differed substantially among the different migrant classes.


Asunto(s)
Atención a la Salud/etnología , Emigrantes e Inmigrantes , Disparidades en Atención de Salud/etnología , Infarto del Miocardio/etnología , Adulto , Anciano , Anciano de 80 o más Años , Atención a la Salud/economía , Femenino , Disparidades en Atención de Salud/economía , Humanos , Masculino , Persona de Mediana Edad , Infarto del Miocardio/diagnóstico , Infarto del Miocardio/economía , Estudios Prospectivos , Encuestas y Cuestionarios , Resultado del Tratamiento
10.
Pediatrics ; 127(2): e319-29, 2011 Feb.
Artículo en Inglés | MEDLINE | ID: mdl-21242221

RESUMEN

OBJECTIVES: We aimed to measure the prevalence and length of the problem of pathological video gaming or Internet use, to identify risk and protective factors, to determine whether pathological gaming is a primary or secondary problem, and to identify outcomes for individuals who become or stop being pathological gamers. METHODS: A 2-year, longitudinal, panel study was performed with a general elementary and secondary school population in Singapore, including 3034 children in grades 3 (N = 743), 4 (N = 711), 7 (N = 916), and 8 (N = 664). Several hypothesized risk and protective factors for developing or overcoming pathological gaming were measured, including weekly amount of game play, impulsivity, social competence, depression, social phobia, anxiety, and school performance. RESULTS: The prevalence of pathological gaming was similar to that in other countries (∼9%). Greater amounts of gaming, lower social competence, and greater impulsivity seemed to act as risk factors for becoming pathological gamers, whereas depression, anxiety, social phobias, and lower school performance seemed to act as outcomes of pathological gaming. CONCLUSION: This study adds important information to the discussion about whether video game "addiction" is similar to other addictive behaviors, demonstrating that it can last for years and is not solely a symptom of comorbid disorders.


Asunto(s)
Conducta Adictiva/epidemiología , Conducta Adictiva/patología , Juegos de Video/efectos adversos , Adolescente , Factores de Edad , Conducta Adictiva/psicología , Niño , Femenino , Humanos , Estudios Longitudinales , Masculino , Factores de Riesgo , Encuestas y Cuestionarios , Factores de Tiempo , Juegos de Video/psicología
11.
Ann Acad Med Singap ; 39(11): 822-9, 2010 Nov.
Artículo en Inglés | MEDLINE | ID: mdl-21165520

RESUMEN

INTRODUCTION: Increase in internet use and video-gaming contributes to public concern on pathological or obsessive play of video games among children and adolescents worldwide. Nevertheless, little is known about the prevalence of pathological symptoms in video-gaming among Singaporean youth and the psychometric properties of instruments measuring pathological symptoms in video-gaming. MATERIALS AND METHODS: A total of 2998 children and adolescents from 6 primary and 6 secondary schools in Singapore responded to a comprehensive survey questionnaire on sociodemographic characteristics, video-gaming habits, school performance, somatic symptoms, various psychological traits, social functioning and pathological symptoms of video-gaming. After weighting, the survey data were analysed to determine the prevalence of pathological video-gaming among Singaporean youth and gender differences in the prevalence. The construct validity of instrument used to measure pathological symptoms of video-gaming was tested. RESULTS: Of all the study participants, 8.7% were classified as pathological players with more boys reporting more pathological symptoms than girls. All variables, including impulse control problem, social competence, hostility, academic performance, and damages to social functioning, tested for construct validity, were significantly associated with pathological status, providing good evidence for the construct validity of the instrument used. CONCLUSION: The prevalence rate of pathological video-gaming among Singaporean youth is comparable with that from other countries studied thus far, and gender differences are also consistent with the findings of prior research. The positive evidence of construct validity supports the potential use of the instrument for future research and clinical screening on Singapore children and adolescents' pathological video-gaming.


Asunto(s)
Conducta Adictiva/psicología , Psicopatología , Juegos de Video/efectos adversos , Adolescente , Conducta Adictiva/epidemiología , Conducta Adictiva/patología , Niño , Manual Diagnóstico y Estadístico de los Trastornos Mentales , Femenino , Encuestas Epidemiológicas , Humanos , Masculino , Prevalencia , Factores Sexuales , Singapur/epidemiología , Factores Socioeconómicos , Estadística como Asunto , Encuestas y Cuestionarios , Juegos de Video/psicología
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