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1.
Healthcare (Basel) ; 11(11)2023 May 27.
Article in English | MEDLINE | ID: mdl-37297712

ABSTRACT

This case study examined the feasibility, reach, and potential impact of using Wikipedia as a tool for hearing health promotion. Activities involved editing existing Portuguese-language Wikipedia hearing health articles, as well as translating English-language hearing health articles to Portuguese during the Wiki4WorldHearingDay2019 and Wiki4YearOfSound2020 online campaigns. The Wikipedia efforts that took place in Brazil were carried out by 10 volunteer undergraduate students in Speech-Language Pathology and Audiology at the Federal University of Santa Catarina, in Brazil. Among new and existing Wikipedia articles, the group edited 37 articles, which attracted more than 220,000 views during the set tracking period. Students were responsible for 60% of the Portuguese-language edits during the Wiki4WorldHearingDay2019 campaign and more than 90% of the Portuguese-language edits during the first half of the Wiki4YearOfSound2020 campaign. Moreover, the quality indexes for pages either created or edited were improved in all situations by registering an increase rate ranging from 33% to 100%. Wikipedia-centered activities expanded the availability of quality scientific content, written in plain language, to the public. Students worked together in order to select topics, assess existing information, validate it, create new content, and share information-steps that contributed to the mission of health promotion and knowledge dissemination for the benefit of society.

2.
JMIR Res Protoc ; 9(1): e10987, 2020 Jan 17.
Article in English | MEDLINE | ID: mdl-31951216

ABSTRACT

BACKGROUND: New technologies create possible new ways of action, interaction, and learning which is extremely relevant in the field of oral health education. There is a lack of protocol in using an immersive interactive ludic-educational interface to motivate oral hygiene practice in children by means of augmented reality. OBJECTIVE: This study aims to present a protocol on the development of a serious game to motivate oral hygiene practice in children. METHODS: A serious game will be designed by augmented reality techniques to improve toothbrushing effectiveness of children aged 6 to 10 years. The functional structure of this interface is activated by means of movements recognized by Kinect (Microsoft Corp). The toothbrushing technique will be available in the game, enabling the children to execute the movement in the virtual environment. By identifying errors, this game will be tailored to improve the oral health of children by correcting the technique and teaching the user the adequate toothbrushing method. A template analysis will be performed to identify barriers and facilitators in each scenario. RESULTS: After the implementation of the virtual interactive and immersive panels, enrollment will begin and evaluations will be made by means of questionnaires distributed to participants who interact with the game. Thus, an analysis of the product efficacy will be conducted. The expected outcome will be to obtain a digital instrument to motivate oral hygiene practice and enhance health awareness in children. CONCLUSIONS: The serious game will support the prevention of oral diseases by sharing scientific research in the school environment and community. INTERNATIONAL REGISTERED REPORT IDENTIFIER (IRRID): PRR1-10.2196/10987.

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