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1.
Stress ; 27(1): 2361237, 2024 Jan.
Artículo en Inglés | MEDLINE | ID: mdl-38946453

RESUMEN

Compared to the in-person Trier Social Stress Test (TSST), virtual reality (VR) variants reduce resource-intensity and improve standardization but induce stress with smaller effect sizes. However, higher cortisol reactivity is given for more immersive TSST-VRs. Immersivity depends on the VR-system, but perceived immersion may be targeted by exposure to, or interaction with the VR. We investigated whether stress reactivity towards the openly accessible OpenTSST VR can be enhanced by prior exposure to a sensorimotor game completed in VR as mediated by increased immersion. Therefore, N = 58 healthy participants underwent the OpenTSST VR or its inbuilt control condition (placebo TSST-VR, pTSST-VR). Beforehand, participants completed a sensorimotor game either in VR or in real life. Stress was measured by means of self-reports, salivary cortisol concentrations, and salivary alpha-amylase (sAA) activity. Perceived immersion was assessed with the Igroup Presence Questionnaire (IPQ). The TSST-VR-group showed higher subjective stress than the pTSST-VR-group. Even though area under the curve measures indicated significant differences in cortisol levels between TSST-VR and pTSST-VR, this effect was not replicated in omnibus-analyses. Likewise, sAA was not responsive to stress. Our data suggests the OpenTSST VR does not reliably trigger physiological stress reactivity. Likewise, participants playing the VR-game before exposure to the TSST-VR did not show enhanced stress reactivity. Importantly, playing the VR-game did not lead to increased immersion (indicated by the IPQ), either. The key question resulting from our study is which manipulation may be fruitful to obtain a comparable stress response toward the TSST-VR compared to the in-person TSST.


Asunto(s)
Hidrocortisona , Saliva , Estrés Psicológico , Realidad Virtual , Humanos , Hidrocortisona/metabolismo , Masculino , Femenino , Adulto , Saliva/química , Saliva/metabolismo , Adulto Joven , Juegos de Video , alfa-Amilasas Salivales/metabolismo
2.
J Oral Maxillofac Surg ; 82(9): 1176-1182, 2024 Sep.
Artículo en Inglés | MEDLINE | ID: mdl-38788782

RESUMEN

BACKGROUND: House staff participating in surgical residency programs are often comprised of adult learners from the millennial generation (Gen Y). With the increasing gap in both age and learning styles between these residents and their educators, their educators are struggling to keep them academically engaged. PURPOSE: The purpose of this study was to measure the association between implementing a digital online Jeopardy! (Sony Pictures Studios, Culver City, CA) style game (digital game) (Factile Solace Creative, LLC, Melbourne Beach, FL) into oral maxillofacial surgery (OMS) resident didactic training and Oral and Maxillofacial Surgery In-service Training Examination (OMSITE) scores. STUDY DESIGN, SETTING, SAMPLE: This study was a retrospective cohort study conducted at The New York Presbyterian Hospital/Weill Cornell Medicine. OMS residents who took the OMSITE examination were included in the study. Exclusion criteria included OMS residents who did not take the OMSITE in a given year. INDEPENDENT VARIABLE: The independent variable was the timing of the implementation of the digital game, divided into before and after implementation. MAIN OUTCOME VARIABLES: The primary outcome variable was OMSITE scores. COVARIATES: Covariates included demographics (age, gender, and race), year of training, and number of examination attempts. ANALYSES: Descriptive and bivariate statistics included Fisher's exact test and Wilcoxon rank sum test. Linear mixed modeling was performed to take into account multiple observations per participants. RESULTS: The sample composed of 14 resident subjects with a median age of 27.5 (27.0, 28.7) years. Females represented 29% of the cohort. Seventy-one percent of the participants were Post Graduate Year 1. The median (interquartile range) OMSITE score preimplementation: 61 (48, 71) and postimplementation: 79 (68, 87). On average, the OMSITE scores improved significantly following the implementation of this study modality (P < .001). CONCLUSION AND RELEVANCE: Digital games may be an effective learning tool to prepare residents for OMSITE by promoting academic engagement.


Asunto(s)
Internado y Residencia , Cirugía Bucal , Humanos , Masculino , Femenino , Estudios Retrospectivos , Cirugía Bucal/educación , Adulto , Juegos de Video , Evaluación Educacional , Aprendizaje , Estudios de Cohortes
3.
BMC Med Educ ; 24(1): 902, 2024 Aug 21.
Artículo en Inglés | MEDLINE | ID: mdl-39169331

RESUMEN

BACKGROUND: The use of serious games in medical education provides a bridge between rapidly developing technology and traditional health-care teaching. Building on a promising web-based serious game for reviewing and acquiring factual knowledge in dental education, the present study investigated the benefits of a dual-player mode and various game options for enhancing knowledge gain and study motivation. METHODS: Before the intervention, students' dental knowledge and game experience were assessed using a pre-knowledge test and questionnaire-based self-assessment. Students in the clinical study phase (n = 57) were stratified based on prior knowledge and gender and then randomly assigned to two groups, with two player modes: single player (SP) and dual player (DP). In the SP group, each participant played alone, whereas in the DP group, the participants played against a previously determined peer. For a period of 4 weeks, the students were able to playfully acquire knowledge from the field of operative dentistry using METIS, a serious game application with three different game options (Marathon, Sprint, and Time). After the intervention phase, both groups completed a post-knowledge test. The usability of the serious game was evaluated with a self-assessment questionnaire. RESULTS: The competitive game mode (DP mode; M = 8.92, SD = 1.85) resulted in an increase in the factual knowledge test that was a mean of 2.49 points higher than the SP mode (M = 5.89, SD = 2.19; p < 0.001). The DP group also found the game significantly more helpful for learning (p = 0.04) and engaged more with the teaching content because of the app (p = 0.04). Overall, the usability of METIS was rated as excellent, and students successfully improved their knowledge of dentistry after game play with both game modes (SP, DP, p < 0.001), with the game option "Marathon," which involves playing the largest number of questions, being the most preferred. CONCLUSIONS: These results suggest that serious games such as METIS are a suitable educational medium for increasing students' knowledge and interest in the field, and that competition with peers provides even greater motivation to engage with the learning content.


Asunto(s)
Educación en Odontología , Estudiantes de Odontología , Juegos de Video , Humanos , Masculino , Estudiantes de Odontología/psicología , Femenino , Educación en Odontología/métodos , Evaluación Educacional , Adulto Joven , Encuestas y Cuestionarios , Motivación , Aprendizaje , Adulto
4.
BMC Med Educ ; 24(1): 583, 2024 May 28.
Artículo en Inglés | MEDLINE | ID: mdl-38807167

RESUMEN

BACKGROUND: This study aimed to design and implement a gamified application about the theoretical aspects of laser applications in dentistry and investigate students' satisfaction with their learning experience. METHODS: An engaging educational program named Essential Skills and Knowledge in Learning Laser (ESKILLD) was developed to teach laser applications in dentistry. The program comprises two primary components: a "Tutorial and Quiz" section and a "Games" section. Final-year dental students were tasked with installing and using this application. A 29-item validated questionnaire (Cronbach's alpha = 0.97, ICC = 0.94) was used to evaluate students' perceptions of the applications' design and functionality. The influence of participants' gender and Grade Point Average (GPA) on their satisfaction levels was examined via the student t-test and Pearson's correlation, with a significance level of 0.05. RESULTS: The study had 56 participants, of which 37 were female (66.07%), and 19 were male (33.92%). The students' average GPA was 15.16 out of 20. The mean rating for ESKILLD's design and functionality was 1.39 ± 0.47 and 1.37 ± 0.46, respectively, signifying a high satisfaction level. Female students rated the application's coherence and learning perception significantly higher than their male counterparts (p < 0.05). However, gender did not significantly influence scores on other perception aspects or overall scores. Students' GPAs and their perception scores did not have a significant correlation. CONCLUSIONS: The results indicate that the participants were generally satisfied with the game's features and attitudes towards it, which underscores the potential effectiveness of gamification in dental courses focused on laser applications.


Asunto(s)
Educación en Odontología , Satisfacción Personal , Estudiantes de Odontología , Humanos , Estudiantes de Odontología/psicología , Femenino , Masculino , Educación en Odontología/métodos , Rayos Láser , Evaluación Educacional , Juegos de Video , Encuestas y Cuestionarios , Adulto Joven
5.
BMC Oral Health ; 24(1): 976, 2024 Aug 22.
Artículo en Inglés | MEDLINE | ID: mdl-39174937

RESUMEN

BACKGROUND: Dental simulation games are virtual educational games that help children get familiar with different dental procedures. This study aimed to evaluate the pretreatment exposure to the "Baby Panda Dental Care" game in reducing pain and anxiety in comparison with the tell-show-do (TSD) technique during primary molars pulpotomy for patients aged 6-10 years. MATERIALS AND METHODS: It was a triple-blinded, two-arm, parallel-group, randomized, active-controlled trial. It was done on 60 patients, who were randomly divided into two groups: the control group, TSD technique (n = 30), and the experimental group, "Baby Panda Dental" Care (n = 30). For the TSD technique, children were provided with a verbal explanation followed by a demonstration of the dental treatment in a non-threatening way. The "do" phase is then initiated during performing treatment. For the "Baby Panda dental care" game, children were asked to play for 5 min before treatment, selecting root canal therapy procedures. Pulse rate and RMS pictorial scale were recorded at four time points: (1) at the baseline (t0). (2) After conditioning the child (t1). (3) During treatment (t2). (4) After finishing the treatment (t3). Face, Legs, Activity, Cry, Consolability (FLACC) behavioral pain scale was recorded during treatment (t2). RESULTS: The pulse rate is higher in the control group at t1 (p = 0.012) and t2 (p = 0.015). There was a statistically significant difference in the mean RMS pictorial scale score at t1 (p < 0.001), t2 (p = 0.006), and t3 (p < 0.001), a statistically significant difference was noticed in FLACC behavioral pain assessment between the two groups (p = 0.033). CONCLUSIONS: The mobile dental game showed better results than the TSD technique, but neither technique did not reduce anxiety and pain effectively during dental treatment. TRIAL REGISTRATION: The trial was registered at the ISRCTN registry (ISRCTN30470866) on 19/04/2024.


Asunto(s)
Ansiedad al Tratamiento Odontológico , Manejo del Dolor , Pulpotomía , Niño , Femenino , Humanos , Masculino , Ansiedad al Tratamiento Odontológico/prevención & control , Ansiedad al Tratamiento Odontológico/psicología , Diente Molar , Dimensión del Dolor , Pulpotomía/métodos , Diente Primario , Juegos de Video , Manejo del Dolor/métodos
6.
J Paediatr Child Health ; 59(11): 1230-1237, 2023 Nov.
Artículo en Inglés | MEDLINE | ID: mdl-37668098

RESUMEN

AIM: The aim of this study is to evaluate the relationship of video game playing with oral/dental health and harmful oral habits in school-age children. METHODS: The daily video gamer (n = 77) and occasional video gamer (n = 77) children between 6 and 12 years old were included in the study. A questionnaire inquiring socio-demographic characteristics, video gaming and abnormal oral habits of the children was filled by parents. The children were examined intraorally and decayed-missing-filled tooth, the International Caries Detection and the Assessment-II System scores, dental plaque and gingival indices were recorded. RESULTS: Of the children; 42.9% daily video gamers played video games for between 1 and 2 h and 57.1% played for ≥2 h while all of the occasional video gamers spent for between 1 and 2 h on video game per day. The daily video gamer and occasional video gamer children were not different in terms of socio-demographic characteristics, frequency of having daily tooth brushing habit, using children's toothpaste and having regular dental checkup (P > 0.05). No statistically significant difference was present between the groups in terms of frequencies of abnormal oral habits and having at least one abnormal oral habit (P > 0.05). Severe gingivitis and advanced caries lesions were more common in daily video gamer group (14.2% vs. 3.9%, P = 0.025 and 90.9% vs. 70.9%, P = 0.026, respectively). Daily video gaming time was weakly correlated with plaque index (r = 0.26, n = 77, P = 0.024). Daily video gaming for ≥2 h increased the risk for severe gingivitis (odds (95% confidence interval) = 4.53 (1.07-19.23), P = 0.041) while daily video gaming for between 1 and 2 h decreased the risk for having abnormal oral habit (odds (95% confidence interval) = 0.39 (0.16-0.93), P = 0.034). CONCLUSION: In school age, daily video gaming may worsen oral and dental health compared with occasional video gaming. Particularly, an excessive video gaming time seems to be associated with poor oral health in school children.


Asunto(s)
Gingivitis , Juegos de Video , Humanos , Niño , Estudios Transversales , Turquía/epidemiología , Salud Bucal , Juegos de Video/efectos adversos
7.
BMC Med Educ ; 23(1): 521, 2023 Jul 20.
Artículo en Inglés | MEDLINE | ID: mdl-37468897

RESUMEN

OBJECTIVES: A serious game application was developed to train factual knowledge and for self-assessment. The aim of the present study was to compare the effects of a game application (intervention group) or paper scripts (control group) on knowledge acquisition and to evaluate the acceptance of the new application among dental students. METHODS: The 4th semester students of the second preclinical prosthodontics course were randomly assigned to one of the two groups (n = 58/51) for two consecutive years. The study was conducted in two phases: First, all participants took a pretest, with the intervention group using the game application and the control group receiving the same set of questions in a paper script. In the second phase, all participants took a post-test. After the post-test, both groups had access to the application for another three weeks. After that, all participants completed standardized questionnaires and a scale to evaluate the usability of the system. Usage statistics were also tracked. Differences between groups were evaluated together and for both years separately in terms of pretest and posttest scores and learning success. RESULTS: There was no significant difference between the groups with regard to the posttest and learning success. A significant improvement in knowledge between pretest and posttest (p < 0.05) was demonstrated in both groups. Each student played approximately 350 questions. Participants rated the application with the German school grade "good". Participants appreciated the application and rated it positively. They stated that the game motivated them to learn and that they spent more time with the learning content. CONCLUSION: Due to the positive perception achieved through the game, this application is able to motivate students to learn. The learning effect achieved is similar to learning on paper.


Asunto(s)
Educación de Pregrado en Medicina , Estudiantes de Medicina , Juegos de Video , Humanos , Educación en Odontología , Aprendizaje , Enseñanza
8.
Curr Sports Med Rep ; 22(6): 224-229, 2023 Jun 01.
Artículo en Inglés | MEDLINE | ID: mdl-37294198

RESUMEN

ABSTRACT: The growth of electronic sports (esports), or competitive video gaming, in recent years has led to an increasing number of players seeking care for injuries and injury prevention associated with esports. In addition, the increase of esports players seeking care from health care professionals leads to a heightened awareness about the role of health and lifestyle in esports performance.Unfortunately, few health care professionals are familiar with the physical and mental demands of this sport or are comfortable addressing the needs of this athletic population and the issues that they encounter affecting their health and their sport. This article offers an overview of common esports health issues and considerations specific to esports athletic care for the sports medicine physician in support of optimizing the care of these patients.


Asunto(s)
Medicina Deportiva , Deportes , Juegos de Video , Humanos , Atletas , Examen Físico
9.
Clin J Sport Med ; 32(3): e221-e229, 2022 05 01.
Artículo en Inglés | MEDLINE | ID: mdl-35470342

RESUMEN

ABSTRACT: Electronic sports, or esports, has a global audience of over 300 million fans and is increasing in popularity, resulting in projected revenue of over $1 billion by the end of this past year. The global pandemic of 2020 had little to no effect on these increasing numbers because athletes have been able to continue to engage in sports because of its electronic nature and fans have been able to follow them virtually. Esports has been recognized as an organized sport by the International Olympic Committee, the US National Collegiate Athletic Association, and several secondary school athletic associations within the United States. In addition, professional teams have been established in several major cities within the United States, Canada, Europe, and Australia. With the growth of esports, the necessity of incorporating esports medicine into the practice of sports medicine physicians has become paramount. Esports can be played on a monitor or screen and played using physical activity in what has become known as active video gaming. Within both of these platforms, there have emerged certain conditions unique to esports. There are also certain conditions seen in other sports applicable to esports athletes. This document will review the evaluation of the esports athlete, introduce conditions unique to these athletes and review common conditions seen in esports, discuss diagnostics used in the evaluation of esports athletes, introduce treatment options for conditions unique to esports and review those for commonly seen injuries in esports, discuss prevention of injuries in esports, and introduce a framework for the future development of esports medicine that can be introduced into the daily practice of the sports medicine physician.


Asunto(s)
Médicos , Medicina Deportiva , Deportes , Juegos de Video , Videojuego de Ejercicio , Humanos , Estados Unidos
10.
J Appl Res Intellect Disabil ; 34(2): 606-614, 2021 Mar.
Artículo en Inglés | MEDLINE | ID: mdl-33258262

RESUMEN

BACKGROUND: Individuals with intellectual disabilities (ID) may have difficulties in performing daily living tasks. Among other daily living tasks, independent oral hygiene is an essential life skill for people with ID. MATERIALS AND METHODS: Four children with intellectual disabilities (two males and two females, ages 7-11) participated in the experiment. We employed the KinectTM V2 sensor to gamify oral hygiene skill training. Specifically, a non-concurrent multiple baseline design was adopted to demonstrate the relation between game-based intervention and independent oral hygiene skills. RESULTS: All students learned how to brush their teeth independently and maintained the skill 4 weeks later with the introduction of the game-based training. Social validity results showed the teachers and parents considered the video game was useful. CONCLUSIONS: The proposed Kinect-based video game might be used for effective training of elementary students with ID to improve oral hygiene independently.


Asunto(s)
Discapacidad Intelectual , Juegos de Video , Niño , Femenino , Humanos , Masculino , Higiene Bucal , Estudiantes
11.
Adv Exp Med Biol ; 1262: 217-237, 2020.
Artículo en Inglés | MEDLINE | ID: mdl-32613586

RESUMEN

Knowledge of the anatomy of the skull and its bones forms an important part of the understanding required for the study and practice of safe clinical dentistry. The use of serious games in healthcare education is well-documented, but there is comparatively little evidence for their use in dental education. Intrinsically integrated rewards are a game mechanic that can be motivational for serious game users. A research gap was identified in the delivery of skull anatomy education to dental undergraduate students via a serious game with intrinsically integrated rewards. A serious game, titled Visualisation Studio Sim, was developed with Unity, featuring three-dimensional models and assets designed and modified with 3ds Max and Instant Meshes. Two versions of the game were built, one with the addition of intrinsically integrated rewards and one without it, and the game versions were tested by a convenience sample to gather open-ended feedback on the usability and suitability of the game mechanic for dental undergraduate education. Feedback suggested that it was straightforward to interact with the skull models but that the rewards were not as well integrated into the flow and immersion of the game as intended, and the game might not have been as challenging as desired for the intended cohort warranting future refinements in these aspects.


Asunto(s)
Educación en Odontología , Cráneo , Estudiantes de Odontología , Juegos de Video , Educación en Odontología/métodos , Retroalimentación , Humanos , Motivación , Cráneo/anatomía & histología , Juegos de Video/normas
12.
J Neuroeng Rehabil ; 17(1): 127, 2020 09 12.
Artículo en Inglés | MEDLINE | ID: mdl-32919473

RESUMEN

BACKGROUND: Individuals with acquired brain injuries (ABI) are in need of neurorehabilitation and neurorepair. Virtual anatomical interactivity (VAI) presents a digital game-like format in which ABI survivors with upper limb paresis use an unaffected limb to control a standard input device and a commonplace computer mouse to control virtual limb movements and tasks in a virtual world. METHODS: In a prospective cohort study, 35 ambulatory survivors of ABI (25/71% stroke, 10/29% traumatic brain injury) were enrolled. The subjects were divided into three groups: group A received VAI therapy only, group B received VAI and physical/occupational therapy (P/OT), and group C received P/OT only. Motor skills were evaluated by muscle strength (hand key pinch strength, grasp, and three-jaw chuck pinch) and active range of motion (AROM) of the shoulder, elbow, and wrist. Changes were analyzed by ANOVA, ANCOVA, and one-tailed Pearson correlation analysis. MRI data was acquired for group A, and volumetric changes in grey matter were analyzed using voxel-based morphometry (VBM) and correlated with quantified motor skills. RESULTS: AROM of the shoulder, elbow, and wrist improved in all three groups. VBM revealed grey matter increases in five brain areas: the tail of the hippocampus, the left caudate, the rostral cingulate zone, the depth of the central sulcus, and the visual cortex. A positive correlation between the grey matter volumes in three cortical regions (motor and premotor and supplementary motor areas) and motor test results (power and AROM) was detected. CONCLUSIONS: Our findings suggest that the VAI rehabilitation program significantly improved motor function and skills in the affected upper extremities of subjects with acquired brain injuries. Significant increases in grey matter volume in the motor and premotor regions of affected hemisphere and correlations of motor skills and volume in nonaffected brain regions were present, suggesting marked changes in structural brain plasticity. TRIAL REGISTRATION: The trial "Limitations of motor brain activity - use of virtual reality for simulation of therapeutic interventions" has been registered under reference number ISRCTN11757651 .


Asunto(s)
Lesiones Encefálicas/rehabilitación , Recuperación de la Función , Rehabilitación de Accidente Cerebrovascular/métodos , Realidad Virtual , Adulto , Anciano , Encéfalo/patología , Lesiones Encefálicas/patología , Femenino , Humanos , Imagen por Resonancia Magnética , Masculino , Persona de Mediana Edad , Terapia Ocupacional , Estudios Prospectivos , Juegos de Video
13.
BMC Oral Health ; 20(1): 144, 2020 05 18.
Artículo en Inglés | MEDLINE | ID: mdl-32423446

RESUMEN

BACKGROUND: Visually impaired children encounter some challenges for their oral health. We aimed to compare the effectiveness of oral health education using Audio Tactile Performance (ATP) technique alone, ATP combined with oral health education for mothers, and ATP along with art package on the oral health status of visually impaired children. MATERIALS AND METHODS: This cluster, randomized trial, included visually impaired children from preschool to 10th grade (32 classes, n = 200), in Tehran, Iran, in 2018-2019. A questionnaire was filled out through face to face interviews at baseline regarding age, gender, status of visual impairment, and place of residence. The Simplified Oral Hygiene Index (OHI-S) and Bleeding on Probing (BOP) were examined afterward. Classes were randomly assigned to three groups through simple randomization: 1. Art group (ATP, game-based, and music-based education (11 classes, n = 66); 2. Mothers group (children received ATP and their mothers received education by telephone (10 classes, n = 73); and 3. Control group (children received ATP (11 classes, n = 61). Children received reinforcement after 1 and 2 weeks. Follow-up oral examinations were performed after 1 and 2 months by a blind calibrated examiner. Descriptive statistics were performed using Chi-Square, and ANOVA tests by SPSS (version 22). In analytic statistics, two-level mixed-effects models for BOP and OHI-S were fitted using the Statistical Analysis Software (SAS) version 9.4. Both models fitted with the grouping variable and time (baseline, 1, and 2 months after interventions) as the fixed effects. RESULTS: The mean age (SD) of the children was 12.29 (3.45) years (range: 6-17). Male children (67%) more than female children (33%) participated in the study. Also, 35.5% were blind, and 12% resided at the dormitory. The art and mothers groups had no statistically significant difference compared with the control group, in terms of OHI-S (P = 0.92, and 0.39, respectively) and BOP (OR = 0.64, and 0.66, respectively). The time effect was statistically significant in both BOP and OHI-S models (P < 0.0001). CONCLUSIONS: ATP technique is an effective method to improve the oral health status of visually impaired school children. Oral health promotion programs can be done using this method to tackle oral hygiene problems in visually impaired children. TRIAL REGISTRATION: (https://www.irct.ir/trial/34676: Nov 29th, 2018).


Asunto(s)
Educación de Personas con Discapacidad Visual/métodos , Educación en Salud Dental/métodos , Música , Salud Bucal , Higiene Bucal/educación , Educación del Paciente como Asunto/métodos , Juegos de Video , Personas con Daño Visual/psicología , Adolescente , Niño , Femenino , Humanos , Irán , Masculino , Análisis Multinivel , Evaluación de Resultado en la Atención de Salud
14.
Eur J Dent Educ ; 24(3): 449-457, 2020 Aug.
Artículo en Inglés | MEDLINE | ID: mdl-32142189

RESUMEN

INTRODUCTION: The concept of escape games dedicated to dental students is a new learning experience that has not yet been extensively explored. The aim of this pilot study was to assess the impact and perceived value of an endodontic-themed escape game as assessed by fourth-year dental students. METHODS: This study was conducted at the University of Nantes, Faculty of Dental Surgery using a cross-sectional pre- and post-test research design to assess students' changes in performance. Students in the fourth year of dental surgery study (n = 18) were divided in four groups for this study. The answers to the pre-test/post-test were 50 true/false questions. Moreover, a 20-question perception survey was given to all the participants after completion of the escape game. The study data were collected in May 2019. An unpaired t test analysed the mean differences between the groups. RESULTS: The results showed a statistically significant increase in post-test results (75.33% ± 10.17% of correct answers) compared to the pre-test results (67.33% ± 5.94% of correct answers) P < .05. Analysis of variance revealed that this change in score was not significantly different between the four groups. The students perceived the endodontic-themed escape game to be relevant. A one-sample t test indicated that students' mean (SD) perception 4.4 (0.7) was statistically significantly higher than the mean value of the evaluation scale P < .001. The students found this educational game to be a useful experience that helped them recall/apply knowledge whilst promoting teamwork. CONCLUSION: Therefore, this type of game can enhance students' learning and motivation.


Asunto(s)
Juegos de Video , Estudios Transversales , Educación en Odontología , Evaluación Educacional , Humanos , Proyectos Piloto , Estudiantes de Odontología
15.
Curr Sports Med Rep ; 19(12): 537-545, 2020 Dec.
Artículo en Inglés | MEDLINE | ID: mdl-33306517

RESUMEN

Electronic sports (esports), or competitive video gaming, is a rapidly growing industry and phenomenon. While around 90% of American children play video games recreationally, the average professional esports athlete spends 5.5 to 10 h gaming daily. These times and efforts parallel those of traditional sports activities where individuals can participate at the casual to the professional level with the respective time commitments. Given the rapid growth in esports, greater emphasis has been placed on identification, management, and prevention of common health hazards that are associated with esports participation while also focusing on the importance of health promotion for this group of athletes. This review outlines a three-point framework for sports medicine providers, trainers, and coaches to provide a holistic approach for the care of the esports athlete. This esports framework includes awareness and management of common musculoskeletal and health hazards, opportunities for health promotion, and recommendations for performance optimization.


Asunto(s)
Promoción de la Salud/métodos , Salud Holística , Medicina Deportiva , Deportes/tendencias , Juegos de Video/tendencias , Adolescente , Adulto , Traumatismos en Atletas/etiología , Traumatismos en Atletas/prevención & control , Rendimiento Atlético , Niño , Trastornos de Traumas Acumulados/etiología , Ingestión de Líquidos , Ergonomía , Humanos , Salud Mental , Enfermedades Musculoesqueléticas/etiología , Enfermedades Musculoesqueléticas/terapia , Acondicionamiento Físico Humano , Postura , Conducta Sedentaria , Factores de Tiempo , Tromboembolia Venosa/etiología , Tromboembolia Venosa/prevención & control , Juegos de Video/efectos adversos , Visión Ocular , Adulto Joven
16.
Subst Use Misuse ; 54(11): 1875-1885, 2019.
Artículo en Inglés | MEDLINE | ID: mdl-31140346

RESUMEN

Objective: Few empirical studies have addressed stress system response and subsequent decision making in problematic online video game players who also consume alcohol. Method: Participants were randomly assigned to either receive a psychosocial stressor, including evaluated public speaking and mental arithmetic, or control condition. Salivary cortisol, cardiovascular and subjective responses were collected. Following, decision making was assessed using the Iowa Gambling Task. Results: In this sample of moderate internet gamers (N = 71; 45 male, 16.9% meeting suggested DSM-5 criteria for internet gaming disorder), 53.52% met gender-specific cut-points for heavy episodic drinking. Overall, participants in the TSST condition demonstrated elevated systolic and diastolic blood pressure, self-reported anxiety, and negative affect (ps < .05). However, response to the TSST was varied, particularly in individuals reporting binge internet gaming (6 h or more consecutive use in the last 30 d) who did not display the expected decline in positive affect in response to the TSST (p = .02). Differences in greater advantageous decision making between heavy episodic internet gaming participants in the stress condition, versus those reading a travel magazine, were also noted. These differences were not significant in participants reporting an absence of heavy episodic gaming behavior. Conclusions: These findings support the continued study of individuals who engage in problematic internet gaming behavior, particularly those who engage in heavy episodic use of alcohol.


Asunto(s)
Conducta Adictiva , Presión Sanguínea/fisiología , Toma de Decisiones , Hidrocortisona/metabolismo , Estrés Psicológico/psicología , Juegos de Video/psicología , Adolescente , Adulto , Afecto , Ansiedad/metabolismo , Ansiedad/psicología , Conducta Adictiva/metabolismo , Conducta Adictiva/fisiopatología , Conducta Adictiva/psicología , Femenino , Humanos , Internet , Masculino , Saliva/metabolismo , Autoinforme , Estrés Psicológico/metabolismo , Estrés Psicológico/fisiopatología , Encuestas y Cuestionarios , Adulto Joven
17.
Telemed J E Health ; 25(6): 492-498, 2019 06.
Artículo en Inglés | MEDLINE | ID: mdl-30036174

RESUMEN

Background:Dental caries comprises the most prevalent chronic disease in children worldwide and is considered a public health problem.Introduction:Few educational oral health applications, directed to the preschool public, are available. The present study aimed at developing an educational game in application format for mobile devices and tested its usability.Materials and Methods:Forty-three children were randomly selected to participate in the study. The methodology used in the development of the application was based on an interactive children's book flux design. The application was elaborated for the Android™ and iOS™ platforms. To evaluate usability, a test method composed of observation and interview surveying was used, and the measuring mechanism consisted of the User's Success Rate. The sample (N = 43) was randomly composed of preschool students (3-5 years of age) from a public school in Brazil.Results:In the effectiveness tests, the success rates of the Story and Game Menus were 97.6% and 85.3%, respectively. In the efficiency tests, the respective rates were 80.2% and 82.1%. The satisfaction evaluation rate was 99.7%.Discussion:The game "Put the healthy food into the mouth" showed to be difficult in utilization due to the children's lack of knowledge concerning healthy foods (p < 0.001 and 95% confidence interval). Three year olds demonstrated a greater requirement for assistance during navigation.Conclusions:The application was successful regarding the following three assessed attributes: (1) effectiveness, (2) efficiency, and (3) satisfaction. However, dietary education was observed to be necessary for the children and their guardians.


Asunto(s)
Caries Dental/prevención & control , Educación en Salud/métodos , Aplicaciones Móviles , Salud Bucal/educación , Juegos de Video , Brasil , Preescolar , Dieta Saludable/métodos , Femenino , Humanos , Masculino , Satisfacción del Paciente
18.
Paediatr Anaesth ; 28(2): 157-166, 2018 02.
Artículo en Inglés | MEDLINE | ID: mdl-29280239

RESUMEN

BACKGROUND: Family-centered interactive on-line games are increasingly popular in healthcare, but their effectiveness for preoperative preparation needs further research. www.scottga.org is the new on-line version of a proven nonweb-based game for children and parents/caregivers. AIMS: The aim of this study was to evaluate if www.scottga.org improved children's anxiety and families' satisfaction compared with controls. METHODS: In this phase III double-blind randomized controlled trial, children/parents/caregivers received (i) www.scottga.org, (ii) standard care, or (iii) a placebo hand-washing game. The intervention and placebo games were available online for home usage and provided again on the ward before surgery. All children were accompanied by parent/caregivers at induction and observed and scored using validated measures. Stratified randomization and generalized linear models were used. An intention-to-treat approach was adopted. RESULTS: Overall, 52/176 children had baseline "psychological disturbance." Children's anxiety increased preinduction, but there were no differences between groups (Facial Image Scale: video-standard OR = 1.08, P = .82, 95% CI [0.56, 2.1]; video-placebo OR = 0.9, P = .77 95% CI [0.46, 1.8]). There were no differences in induction behavior (visual analog scale: video mean = 3.5; standard care mean = 3.5; placebo mean = 3.7: video-standard OR = 2.0, P = .42, 95% CI [-0.6, 1.3]; video-placebo OR = 1.53, P = .65, 95% CI [-0.8, 1.1]) or induction anxiety (modified Yale Preoperative Anxiety Scale: video-standard OR 1.02, P = .97, 95% CI [0.61, 2.6]; video-placebo OR 1.38, P = .49, 95% CI [0.87, 3.81]). Families favored the intervention regarding the "child handling the visit better" (Treatment Evaluation Inventory: video-standard OR = 12; 95% CI 4.7-32; P < .001; video-placebo OR = 8.2; 95% CI 3-22; P < .001) and "improving the child's ability to cope" (Treatment Evaluation Inventory: video-standard OR = 21; 95% CI 8-56; P < .001 and video-placebo OR = 13; 95% CI 5-34; P < .001). CONCLUSION: Families believed that a video-game preparation helped their child's perioperative anxiety, but there were no objective measures of behavioral improvement associated with this intervention.


Asunto(s)
Anestesia General/psicología , Ansiedad/prevención & control , Internet , Cuidados Preoperatorios/métodos , Extracción Dental/psicología , Juegos de Video , Ansiedad/psicología , Niño , Conducta Infantil/psicología , Preescolar , Método Doble Ciego , Femenino , Humanos , Londres , Masculino , Padres/psicología
19.
Acta Odontol Scand ; 76(3): 161-168, 2018 Apr.
Artículo en Inglés | MEDLINE | ID: mdl-29105531

RESUMEN

OBJECTIVE: The existing evidence suggests that media habits may have moderating role on children's psychological adjustment in the dental setting. The aim of this study was to investigate the relationship between children's media habits and their anxiety and behaviour management problems (BMP) during dental treatment. MATERIALS AND METHODS: A total of 289 children aged 3-6 years old were included. Dental anxiety (DA) and BMP were assessed using Clinical Anxiety Rating Scale and Frankl's Rating Scale during the dental treatment. The parents reported their own DA, educational level and economic status; and the children's and also their own daily hours of using media. The data were analysed with the Mann-Whitney U, Kruskal-Wallis, Chi-square or Fisher exact tests, Spearman's correlation coefficient and logistic regression. RESULTS: The children with DA had significantly higher amount of watching TV, playing e-games and surfing the Internet, and total amount of using electronic media than those without DA. The amount of watching TV and the total amount of using electronic media were significantly higher in the children with BMP than those without BMP. DA and BMP were significantly correlated with the children's hours of watching TV and total media time. CONCLUSIONS: There was a significant relationship between the amount of electronic media usage and DA and BMP in 3- to 6-year-old children.


Asunto(s)
Trastornos de la Conducta Infantil/psicología , Conducta Infantil/psicología , Ansiedad al Tratamiento Odontológico/psicología , Hábitos , Niño , Preescolar , Atención Odontológica , Femenino , Humanos , Masculino , Factores Socioeconómicos , Televisión , Juegos de Video
20.
Eur J Dent Educ ; 22(4): 243-257, 2018 Nov.
Artículo en Inglés | MEDLINE | ID: mdl-29573165

RESUMEN

INTRODUCTION: Games involving technology have the potential to enhance hand-eye coordination and decision-making skills. As a result, game characteristics have been applied to education and training, where they are known as serious games. There is an increase in the volume of literature on serious games in healthcare education; however, evidence on their impact is still ambiguous. AIMS: The aims of this study were (i) to identify high-quality evidence (systematic reviews or meta-analyses) regarding impacts of serious games on healthcare education; and (ii) to explore evidence regarding impacts of serious games in dental education. METHODS: A rapid review of the literature was undertaken to synthesise available evidence and examine serious games in healthcare education (Stage 1) and dental education (Stage 2). RESULTS: Nine systematic reviews were included in Stage 1, four of which were of high, three of moderate and two of low quality. For Stage 2, two randomised control trials with moderate quality were included. The findings demonstrated that serious games are potentially effective learning tools in terms of knowledge and skills improvement, although outcomes of serious games over traditional learning approaches were not consistent. In addition, serious games appeared to be more engaging and satisfying for students, which could be considered as the most important positive impact. CONCLUSION: Serious games provide an option for healthcare and dental education but remain underutilised and researched. At best, they offer a similar experience to other methods in relation to educational outcome; however, they can provide a supplementary strategy to engage students and improve learner satisfaction.


Asunto(s)
Toma de Decisiones/fisiología , Educación en Odontología/métodos , Educación Médica/métodos , Desempeño Psicomotor/fisiología , Estudiantes de Odontología/psicología , Juegos de Video , Humanos , Aprendizaje , Satisfacción Personal , Revisiones Sistemáticas como Asunto
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