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1.
Adv Physiol Educ ; 48(3): 498-504, 2024 Sep 01.
Artigo em Inglês | MEDLINE | ID: mdl-38695082

RESUMO

Embedding clinically relevant learning experience in basic science subjects is desired for the preclinical phase of undergraduate medical education. The present study aimed to modify case-based learning (CBL) with a role-playing situational teaching method and assess the student feedback and learning effect. One hundred seventy-six sophomore students majoring in clinical medicine from Harbin Medical University were randomly divided into two groups: the control group (n = 90), who received traditional hybrid teaching, and the experimental group (n = 86), who received the role-playing situational teaching. Students in the experimental group were given a 1-wk preclass preparation to dramatize a hyperthyroidism scenario through online autonomous learning of thyroid physiology and performed the patient's consultation process in class, followed by a student presentation about key points of lecture content and a question-driven discussion. A posttest and questionnaire survey were conducted after class. The test scores of the two groups had no statistical differences, whereas the rate of excellence (high scores) of the experimental group was significantly higher than that of the control group. Furthermore, the record of online self-directed learning engagements was significantly improved in the experimental group. In the questionnaire, >70% of the students showed positive attitudes toward the role-playing situational teaching method and were willing to participate in other chapters of the physiology course. Such results show that CBL supported by a role-playing situational teaching method encourages active learning and improves the application of basic knowledge of physiology, which can be incorporated in the preclinical curricula to bridge the gap between theory and practice.NEW & NOTEWORTHY Formal application through structured role-play is often overlooked in physiology education. In traditional case-based learning (CBL), clinical cases are the subject and unfocused discussion often occurs. The present study aimed to modify CBL with a role-playing situational teaching method and assess the student feedback and learning effect. The results show that the new teaching model encourages active learning and improves the application of basic knowledge of physiology.


Assuntos
Educação de Graduação em Medicina , Fisiologia , Aprendizagem Baseada em Problemas , Estudantes de Medicina , Humanos , Fisiologia/educação , Aprendizagem Baseada em Problemas/métodos , Educação de Graduação em Medicina/métodos , Feminino , Endocrinologia/educação , Masculino , Desempenho de Papéis , Ensino , Avaliação Educacional/métodos , Adulto Jovem
2.
BMC Med Educ ; 24(1): 231, 2024 Mar 04.
Artigo em Inglês | MEDLINE | ID: mdl-38438893

RESUMO

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. METHODS: This research was a quasi-experimental intervention type with three groups. A total of 154 nursing students participated in this study and were divided into intervention with role-playing (n = 53), gamification (n = 60) and conventional (lecture) (n = 41) groups. In the conventional method, CPR skills were taught to students using practical exercises. In the role-playing method, after training with moulages, a scenario was presented, and students were assigned roles. In the gamification method, after training with moulages, a scenario was presented, and after that, Kahoot software was used to create a sense of competition and excitement in the game. Self-efficacy scores were measured before and after interventions. Self-efficacy in CPR, knowledge, and skills of nursing students in CPR were assessed in each of the three groups using The Basic Resuscitation Skills Self- Efficacy Scale. RESULTS: In the present study, 154 nursing students, including 92 females and 62 males, participated. There was a statistically significant difference in the mean self-efficacy scores before and after training in both the gamification and role-playing groups (P < 0.05). There was a statistically significant difference in the mean self-efficacy scores among the three groups (gamification, role-playing, and lecture) (P < 0.05). CONCLUSION: Based on results it can be concluded that the teaching method used in CPR training affects the self-efficacy of CPR. Active methods, have a greater impact on CPR self-efficacy.


Assuntos
Reanimação Cardiopulmonar , Estudantes de Enfermagem , Feminino , Masculino , Humanos , Gamificação , Autoeficácia , Escolaridade
3.
BMC Med Educ ; 24(1): 73, 2024 Jan 19.
Artigo em Inglês | MEDLINE | ID: mdl-38243255

RESUMO

OBJECTIVE: The purpose of this study was to investigate the effectiveness of implementation of video feedback combined with peer role-playing (PRP) teaching method in medical undergraduates adopting problem-based learning (PBL) teaching mode. METHODS: The undergraduates of five-year clinical medicine who get enrollment of Wuhan local University from 2016 and 2018 were selected to be the research objects. The same grade level is randomly divided into several groups to carry out PBL, with 6-10 students in each group. Following the principle of voluntary participation, 34 students were enrolled in the study group and 33 students in the control group finally. The research regards group as the unit, and study report in group should be carried out to fulfill the research. In the study group, the students were asked to perform PRP report, and the report videos were used for feedback. At the same time, the control group reported by PPT, and the feedback was carried out according to the PPT. At the end of the study, the "Competency Improvement Satisfaction Questionnaire (CISQ)" was distributed to investigate students' satisfaction with this teaching method to improve their ability, Arizona Clinical Interview Score (ACIR) was administered in Chinese by a trained teacher unrelated using PRP method to assess students' clinical inquiry ability and communication skills, and theory test was performed to assess mastery of theoretical knowledge. RESULTS: The results show that the study group is superior to the control group in improving the interest of learning and the ability of independent learning, interpersonal communication and active problem solving. Although it is in terms of the confidence in becoming a real doctor and the ability of teamwork, language expression, clinical thinking cultivated, active knowledge acquired and understood that study group are better than the control group, the difference was not statistically significant. ACIR shows that the study group is significantly better than the control group in organization, timeline planning, and transition statements, openly questioning, smooth progress, and avoiding repetition, summarizing, understandable language, documentation and total score. There is no significant difference in eye contact and no interruption. The differences between the two groups are not statistically significant in terms of responsing to concerns, positive feedback, and additional questions. The theoretical test scores of the study group are significantly higher than those of the control group. CONCLUSION: Video feedback combined with peer role-playing teaching method implemented in medical undergraduates adopting PBL teaching mode is effective, it could stimulate interest in learning actively, improve interpersonal communication ability, improve learning efficiency and clinical knowledge and skills, and improve the confidence of becoming a real doctor. It is worthy of further research and promotion.


Assuntos
Estudantes de Medicina , Humanos , Retroalimentação , Aprendizagem , Grupo Associado , Aprendizagem Baseada em Problemas/métodos , Ensino
4.
Sensors (Basel) ; 24(9)2024 Apr 28.
Artigo em Inglês | MEDLINE | ID: mdl-38732926

RESUMO

Muscle synergy has been widely acknowledged as a possible strategy of neuromotor control, but current research has ignored the potential inhibitory components in muscle synergies. Our study aims to identify and characterize the inhibitory components within motor modules derived from electromyography (EMG), investigate the impact of aging and motor expertise on these components, and better understand the nervous system's adaptions to varying task demands. We utilized a rectified latent variable model (RLVM) to factorize motor modules with inhibitory components from EMG signals recorded from ten expert pianists when they played scales and pieces at different tempo-force combinations. We found that older participants showed a higher proportion of inhibitory components compared with the younger group. Senior experts had a higher proportion of inhibitory components on the left hand, and most inhibitory components became less negative with increased tempo or decreased force. Our results demonstrated that the inhibitory components in muscle synergies could be shaped by aging and expertise, and also took part in motor control for adapting to different conditions in complex tasks.


Assuntos
Envelhecimento , Eletromiografia , Músculo Esquelético , Humanos , Eletromiografia/métodos , Envelhecimento/fisiologia , Músculo Esquelético/fisiologia , Adulto , Masculino , Feminino , Idoso , Adulto Jovem , Pessoa de Meia-Idade
5.
J Cancer Educ ; 2024 Aug 30.
Artigo em Inglês | MEDLINE | ID: mdl-39212908

RESUMO

This study aims to assess the impact of an educational intervention on the knowledge, attitudes, and intentions of oral health providers regarding the recommendation of the human papillomavirus (HPV) vaccine. A qualitative evaluation was conducted in 2021 with dental professionals who participated in a training program focused on HPV vaccination. Saturation was reached at 12. Results showed increased knowledge and awareness of the link between HPV infection and oropharyngeal cancers among participants. Intention to recommend was universally endorsed. The use of role-play with youth actors was highly regarded as an effective method for improving communication skills and confidence in recommending the vaccine. These findings emphasize the importance of targeted interventions to enhance oral health professional education and the intention to recommend HPV vaccine.

6.
BMC Nurs ; 23(1): 563, 2024 Aug 15.
Artigo em Inglês | MEDLINE | ID: mdl-39148073

RESUMO

AIMS: It was conducted to investigate digital gaming addiction among nursing students and the associated factors of such addiction. METHODS: The descriptive and relationship-seeking study's universe included 1665 nursing students in three universities' nursing faculties and departments. The sample size was determined to be 774 based on a power analysis with a type I error rate of 0.05, a power of the test of 0.80 (α = 0.05, 1-ß = 0.80), and an effect size of d = 0.10. Student Information Form, The Digital Game Addiction Scale (DGAS-7), and the Digital Game Playing Motivation Scale (DGPMS) were used to collect student information. Data analysis was performed using the Mann-Whitney U test, Kruskal-Wallis H test, Spearman correlation, and Binary Logistic Regression Model. RESULTS: It was found that 83.7% of the students were female, and the mean age and BMI were 20.03 ± 1.72 years and 21.98 ± 2.90 kg/m2, respectively. A statistically significant positive correlation was found between the students' Digital Game Addiction Scale and Digital Game Playing Motivation Scale Achievement and Energizing (r = 0.717), Curiosity and Social Acceptance (r = 0.612), and Uncertainty in Game Desire (r = -0.110) sub-dimensions mean scores (p < 0.001). CONCLUSIONS: The relationship between nursing students' digital game addiction, game playing motivation, and several individual characteristics affecting digital games was found. The study's results call for further research to focus on developing and testing interventions that could effectively reduce gaming addiction while enhancing positive aspects of digital engagement among nursing students.

7.
Biol Sport ; 41(3): 39-46, 2024 Jul.
Artigo em Inglês | MEDLINE | ID: mdl-38952918

RESUMO

This study aimed to compare match running performance of players in the top two competitive standards of Spanish professional soccer, accounting for effective playing time (the duration of play after subtracting the game interruptions). A total of 2,784 match observations from 44 teams competing in the Spanish First Division (LaLiga Santander) and the Second Division (LaLiga Smartbank) were undertaken during two consecutive seasons (from 2021/22 to 2022/23). Total distance (TD), medium-speed running (MSR, distance 14.1-21 km · h-1), high-speed running (HSR, > 21 km · h-1), very high-speed running (VHSR, 21.1-24 km · h-1) and sprinting speed running distance (Sprint, > 24 km · h-1) were analyzed using a computerized tracking system (TRACAB, Chyronhego, New York, NY). These physical performance variables were calculated for both total and effective playing time. The main results showed that the mean effective playing time was significantly higher in matches of the First Division than in the Second Division (p < .01). In contrast to those observed when total playing time was considered, there were no significant differences (p > .05) between both competitive standards on medium speed running (MSR), high speed running (HSR), very high-speed running (VHSR), and sprint distances when the effective playing time was considered. Such findings demonstrate that contrary to previous research match running performance of players was similar in lower and higher competitive standards. Thus, effective playing time should be taken into account when interpreting the match running performance of professional soccer players.

8.
Biol Sport ; 41(1): 271-278, 2024 Jan.
Artigo em Inglês | MEDLINE | ID: mdl-38188120

RESUMO

This study aimed to contextualise and benchmark the physical demands of teams in the FIFA World Cup Qatar 2022. With FIFA's official approval, all sixty-four games were analysed during the competition (n = 32 teams) using a multi-camera computerised tracking system. On average, teams during Qatar 2022 covered around 108.1 ± 3.6 km in total, with 9.0 ± 0.9 and 2.3 ± 0.3 km covered at the higher intensities (≥20.0 and ≥25.0 km · h-1), respectively. Compared to the FIFA World Cup Russia 2018, national teams in Qatar 2022 covered only 3% more total distance but 16-19% more distance at the higher intensities (P < 0.01; Effect Size [ES]: 0.9-2.0). When the data was adjusted based on the number of minutes played, tournament differences at the higher intensities were less pronounced (9-12%; P < 0.01; ES: 0.7-1.3). The United States, Canada, Saudi Arabia, Germany and IR Iran covered 19-34% more high-intensity distance than Argentina, Ecuador, Qatar, Poland and Costa Rica during the 2022 tournament (P < 0.01; ES: 3.2-3.5). Match-to-match variation of each team in Qatar 2022 revealed Ecuador and Uruguay were particularly consistent for the distances covered at higher intensities (Coefficient of Variation [CV]: 2-3%), whilst Japan demonstrated considerable variation (CV: 23-29%). Teams generally covered more total distance on a per-minute basis in the first versus the second half (P < 0.01; ES: 1.2), but no differences existed at higher intensities (P > 0.05; ES: 0.0-0.1). Correlations between the number of high-intensity runs and various phase of play events across all teams were strongest for defensive transitions and recoveries, in addition to progressions up the pitch and into the final third (r = 0.63-0.75; P < 0.01). The present findings provide valuable context into the contemporary team demands of international football. This information could be useful for practitioners to benchmark team performances and to potentially understand the myriad of factors impacting physical performances.

9.
Biol Sport ; 41(1): 261-270, 2024 Jan.
Artigo em Inglês | MEDLINE | ID: mdl-38188125

RESUMO

This study aimed to contextualise and benchmark the positional role demands during the FIFA World Cup Qatar 2022. With FIFA's official approval, all sixty-four games were analysed during the competition (n=722) using a multi-camera computerised tracking system. During a typical FIFA World Cup Qatar 2022 match, defensive and central midfielders covered 8-19% more total distance than other positional roles (P<0.01; Effect Size [ES]: 0.8-2.5). The distances covered at higher intensities (≥20 and ≥25 km · h-1) were 16-92% and 36-138% higher for wide midfielders and wide forwards compared to central defenders, defensive and central midfielders as well as centre forwards (P<0.01; ES: 0.7-2.2 and ES: 0.6-1.4). Defensive and central midfielders covered a greater proportion of their distance at higher intensities (≥20 and ≥25 km · h-1) out-of-possession (71-83%; P<0.01; ES: 1.4-3.0), whilst attacking midfielders, wide and centre forwards more in-possession (55-68%; P<0.01; ES: 1.6-3.3). Nine out of the top ten sprint speeds attained at the tournament were from wide positional roles (35.3-35.7 km · h-1). All positional roles demonstrated a second half reduction in total distance covered compared to the first half (P<0.01; ES: 0.8-1.3). A decline between halves for the distances covered at higher intensities (≥20 and ≥25 km · h-1) were more evident in attacking midfielders, wide defenders and midfielders than for other positional roles (P<0.01; ES: 0.3-0.7). Defensive midfielders and centre forwards were found to have the highest coefficient of variation (CV: 30.9-35.9% and 67.7-67.8%) for the distances covered at higher intensities (≥20 and ≥25 km · h-1) compared to other positional roles. The current findings provide valuable contextual information about the contemporary positional demands of international football. This could be useful in the development and prescription of specific training regimes for national teams.

10.
Proc Biol Sci ; 290(2001): 20230950, 2023 06 28.
Artigo em Inglês | MEDLINE | ID: mdl-37369349

RESUMO

In pair-living species, female and male pairs may maintain stable social bonds by adjusting spatial and social associations. Nevertheless, each sex invests differently to maintain the pair bond, and the investment can depend on the presence of paternal care or 'male services.' While most species live in pairs, the sex responsible for pair bond maintenance in gibbons is still controversial. We investigated pair bond maintenance and parental care in three pairs of wild Javan gibbons in Gunung Halimun-Salak National Park, Indonesia, for over 21 months. We found that Javan gibbon fathers groomed their offspring more than adult females, especially as offspring got older. While both parents increased playing time with offspring when offspring became older and more independent, fathers played with offspring 20 times more than mothers on average. Grooming within Javan gibbon pairs was male-biased, suggesting that pair bond maintenance was heavily the job of males. However, offspring age as a proxy for paternal care did not affect the pair bond maintenance. Our study highlights that adult male Javan gibbons may have an important role in pair bond maintenance and the care of juveniles.


Assuntos
Hylobates , Ligação do Par , Animais , Masculino , Feminino , Humanos , Pai , Mães , Indonésia
11.
Dev Sci ; 26(1): e13268, 2023 01.
Artigo em Inglês | MEDLINE | ID: mdl-35398965

RESUMO

Visual context processing was investigated in both action video game players and nonplayers using the Ebbinghaus illusion task (N = 312, 39.4% female) in a cross-sectional study design. When presented in context, players showed markedly poorer target size discrimination accuracy compared with nonplayers in the 6-, 7-, 8-, and 9-years old age groups, but this difference was reduced in 10-years old group and diminished in adults. When presented in isolation (no-context), the two groups displayed similar performance in all age groups. Furthermore, nonplayers (linear) and players (bell curve) showed profoundly different age-related differences in context processing. These findings provide evidence that players might have enhanced perceptual bias to process visual context in the transition from early childhood to early adolescence, and the differences between the two groups start at early ages and continue with distinct developmental profiles.


Assuntos
Jogos de Vídeo , Percepção Visual , Pré-Escolar , Adulto , Adolescente , Humanos , Feminino , Criança , Masculino , Estudos Transversais
12.
Scand J Med Sci Sports ; 33(6): 790-813, 2023 Jun.
Artigo em Inglês | MEDLINE | ID: mdl-36752659

RESUMO

OBJECTIVE: To quantify the incidence rate of anterior cruciate ligament (ACL) injuries and ankle sprains according to player sex, playing level, and exposure setting (training vs. games) in basketball players. METHODS: PubMed, MEDLINE, Google Scholar, and ScienceDirect were searched. Only studies reporting the number of ACL injuries and/or ankle sprains alongside the number of athlete-exposures (training sessions and/or games) in basketball players were included. RESULTS: Thirty studies (17 reporting ACL injuries and 16 reporting ankle sprains) were included in the meta-analysis. Higher (p < 0.05) ACL injury incidence rates per 1000 athlete-exposures were recorded in females (female: 0.20 95% confidence intervals [0.16-0.25]; male: 0.07 [0.05-0.08]; female-to-male ratio: 3.33 [3.10-3.57]), in players competing at higher playing levels (amateur: 0.06 [0.04-0.09]; intermediate: 0.16 [0.13-0.20]; elite: 0.25 [0.14-0.64]), and in games (games: female, 0.27 [0.21-0.32]; male, 0.06 [0.03-0.08]; training: female, 0.03 [0.02-0.05]; male: 0.01 [0.00-0.02]; game-to-training ratio: 7.90 [4.88-12.91]). Higher (p < 0.05) ankle sprain incidence rates per 1000 athlete-exposures were observed in males (female: 0.82 [0.61-1.03]; male: 0.90 [0.61-1.19]; female-to-male ratio: 0.91 [0.83-0.99]), in players competing at higher playing levels (amateur: 0.54 [0.51-0.57]; intermediate: 1.12 [1.00-1.24]; elite: 1.87 [1.29-2.46]), and in games (games: 2.51 [1.85-3.16]; training: 0.80 [0.52-0.80]; game-to-training ratio: 2.77 [2.35-3.26]). CONCLUSION: According to player sex, ACL injury incidence rate is higher in females, while ankle sprain incidence rate is greater in males. ACL injury and ankle sprain incidence rates are greater in players competing at higher playing levels and during games compared to training.


Assuntos
Traumatismos do Tornozelo , Lesões do Ligamento Cruzado Anterior , Traumatismos em Atletas , Basquetebol , Entorses e Distensões , Humanos , Masculino , Feminino , Lesões do Ligamento Cruzado Anterior/epidemiologia , Incidência , Basquetebol/lesões , Traumatismos do Tornozelo/epidemiologia , Atletas , Traumatismos em Atletas/epidemiologia , Entorses e Distensões/epidemiologia
13.
Scand J Med Sci Sports ; 33(11): 2351-2359, 2023 Nov.
Artigo em Inglês | MEDLINE | ID: mdl-37534783

RESUMO

INTRODUCTION: The risk of traumatic injury in football has been suggested to be affected by field conditions. This study, therefore, aimed to investigate whether near surface water content of the football field, influenced the risk of traumatic injuries during a youth football tournament. METHODS: At Dana Cup, an annual international youth football tournament in Denmark, all injuries were registered and classified at the on-site emergency department over 7 years. The incidence rate of traumatic injury was computed. Meteorological data and soil characteristics were used to simulate near surface water content of the playing fields. The incidence rate ratio (IRR) between water content and injury incidence rate was analyzed using a multivariate Poisson regression, controlling for tournament stage and demographical parameters. RESULTS: About 2704 injuries were recorded corresponding to a risk time of 284 905 player hours. An inverse relation between water contents and the incidence rate of traumatic injury was found (IRR = 0.24 95% CI 0.1-0.7, p = 0.01). The incidence rate of traumatic injury increased with advancing tournament stage, that is, for the finals (IRR = 4.30 95% CI 2.8-6.6, p < 0.001). Also we found an interaction between dry fields and the final stage of tournament, further exacerbating this effect. CONCLUSIONS: Our data suggest that the incidence rate of traumatic injury is increased with drier field conditions and advanced tournament stages.

14.
BMC Musculoskelet Disord ; 24(1): 656, 2023 Aug 17.
Artigo em Inglês | MEDLINE | ID: mdl-37592300

RESUMO

BACKGROUND: Turkish Super League teams need more information about the external load. Considering the specific country and the coaches' philosophies, the purpose of this study was to compare the external match load of a Turkish Super League team considering the different playing positions and in-season periods. METHODOLOGY: A longitudinal study design was employed by observing 29 official matches of the same team. A total of fifteen players, consisting of five defenders, five midfielders, and five forwards, were analyzed using the Sentio Sports Optical Tracking System. The following outcomes were extracted in each match: total distance (TD), walking [from 0 to 7.2 km/h], jogging [from 7.2 to 14.4 km/h], running [from 14.4 to 20 km/h], high speed running (HSR) [> 20 km/h], metabolic power (MP), maximum deceleration (Decmax) [Dec < -3 m/s2], total deceleration distance (Dectotal), maximum acceleration (Accmax) [Acc > 3 m/s2], and total acceleration distance (Acctotal). Statistical analysis consisted of ANOVA and Bonferroni correction post hoc tests. RESULTS: The main results showed that all variables were similar between periods of the season (p > 0.05) except for walking (p = 0.021 witha large effect size), which revealed lower values in the mid-season period. When analyzing periods of the season considering playing positions, there were several significant results for TD, walking, jogging, running, HSR, Dectotal and Acctotal (p < 0.05, with small to large effects). A tendency for higher values was noted in the mid and end-season. Considering the playing positions comparisons, midfielders showed higher values than defenders for TD, MP, Dectotal and Acctotal (p < 0.05 with large effect for all). Midfielders also showed higher values than forwards for TD, jogging, Dectotal and Acctotal (p < 0.05 with a large effect for all). CONCLUSIONS: The present study emphasizes the significance of analyzing data based on minute, playing position, and season period. Findings reveal that defenders consistently displayed the lowest values in all external load measures during matches compared to other positions throughout the season. Furthermore, midfielders demonstrated a higher activity profile during the initial and middle stages of the season compared to other positions, with a slight tendency to decrease load towards the end of the season.


Assuntos
Corrida , Futebol , Humanos , Estações do Ano , Estudos Longitudinais , Projetos de Pesquisa
15.
Pediatr Radiol ; 53(1): 142-158, 2023 01.
Artigo em Inglês | MEDLINE | ID: mdl-35699762

RESUMO

This review aimed to summarise the effectiveness of preparation programs for magnetic resonance imaging (MRI) in children using mock scanners and the success rates by systematically reviewing the current literature. We initially identified 67 articles using the search terms "MRI," "mock" and "child" on online databases. All studies involving a preparation programme for MRI on children ages 18 years or younger, healthy children and those with medical diagnoses were included. The authors extracted data on study design, participant data, details of the MRI protocol and the total numbers of patients who underwent preparation programs and were scanned while awake, without sedation or general anesthesia. Twenty-three studies were included in this review. Preparation programs included in-home and hospital/research facility components; these consisted of a mock scanner, explanatory booklets, recorded MRI scan sounds and other educational materials. The success rate of MRI after the preparation programme reported in each study ranged from 40% to 100%. When all participants from studies that specifically assessed the efficacy of preparation programs were combined, participants who underwent a preparation programme (n = 196) were more likely to complete a successful MRI than those who did not undergo a preparation programme (n = 263) (odds ratio [OR] = 1.98). Our results suggest that preparation programs may help reduce the risk of children failing MRI scans.


Assuntos
Anestesia Geral , Imageamento por Ressonância Magnética , Humanos , Adolescente , Imageamento por Ressonância Magnética/métodos , Materiais de Ensino , Espectroscopia de Ressonância Magnética
16.
J Med Internet Res ; 25: e40190, 2023 11 08.
Artigo em Inglês | MEDLINE | ID: mdl-37938889

RESUMO

BACKGROUND: COVID-19 led governments worldwide to enact a variety of containment and closure policies. Substantial attention has been directed toward the idea that these public health measures may have unanticipated negative side effects. One proposed effect relates to video games. There is a nascent evidence base suggesting that individuals played video games for longer and in a more disordered manner during lockdowns and school closures specifically. These increases are commonly framed as a potential health concern in relation to disordered gaming. However, the evidence base regarding changes in gaming during the COVID-19 pandemic is based on self-report and, thus, is susceptible to bias. Therefore, it is unclear what the true consequences of lockdowns were for gaming behavior worldwide. OBJECTIVE: The primary objective of this study was to estimate whether any specific lockdown policy led to meaningful increases in the amount of time individuals spent playing video games. METHODS: Rather than relying on self-report, we used >251 billion hours of raw gameplay telemetry data from 184 separate countries to assess the behavioral correlates of COVID-19-related policy decisions. A multilevel model estimated the impact of varying enforcement levels of 8 containment and closure policies on the amount of time that individual users spent in-game. Similar models estimated the impact of policy on overall playtime and the number of users within a country. RESULTS: No lockdown policy can explain substantial variance in playtime per gamer. School closures were uniquely associated with meaningful increases in total playtime within a country (r2=0.048). However, this was associated with increases in the number of unique individuals playing games (r2=0.057) rather than increases in playtime per gamer (r2<0.001). CONCLUSIONS: Previous work using self-report data has suggested that important increases in heavy gaming may occur during pandemics because of containment and closure ("lockdown") procedures. This study contrasts with the previous evidence base and finds no evidence of such a relationship. It suggests that significant further work is needed before increases in disordered or heavy gaming are considered when planning public health policies for pandemic preparedness.


Assuntos
Comportamento Aditivo , COVID-19 , Jogos de Vídeo , Humanos , Pandemias/prevenção & controle , Jogos de Vídeo/efeitos adversos , COVID-19/epidemiologia , COVID-19/prevenção & controle
17.
J Sports Sci ; 41(24): 2176-2186, 2023 Dec.
Artigo em Inglês | MEDLINE | ID: mdl-38404147

RESUMO

Understanding how different player rotations may impact team performance allows basketball coaches to select effective line-ups for specific tactical scenarios. The study aimed to i) assess how different line-ups or player combinations impact a team's game performance; ii) explore the variations in line-up utilization among different national women's basketball teams; and iii) examine how the offensive efficiency of each line-up evolves during the game. Data from 3,387 ball possessions in 23 international women's basketball games were collected across four major competitions over six years. Offensive and defensive ratings, along with other features, were calculated. Then, a Markov chain model distinguished overperforming and underperforming line-ups of Chinese women's basketball team, determining long-term probabilities for each rating level. The results indicated that i) the most dominant offensive line-up of the Chinese women's basketball team, is PG-G-SF-PF-C, while G-G-F-PF-PF had the highest defensive rating; and ii) US and Australian women's basketball teams favour using line-ups with three guards, while the Chinese women's basketball team heavily relies on centre players. These results offer valuable insights for coaches regarding the performance of different line-ups in FIBA Female Basketball Competitions, optimizing line-up performance and aiding talent selection and recruitment at the international level.


Assuntos
Desempenho Atlético , Basquetebol , Humanos , Feminino , Austrália
18.
BMC Med Educ ; 23(1): 654, 2023 Sep 08.
Artigo em Inglês | MEDLINE | ID: mdl-37684627

RESUMO

OBJECTIVE: The aim of this study was to evaluate the impact of peer role-playing on the clinical skills performance of pediatric trainees. METHODS: Seventy-eight clinical medicine trainees were randomly divided into a role-playing group and a traditional teaching group, with 39 students in each group. The role-playing group alternated between the roles of clinicians and patients, while the traditional teaching group received the bedside teaching mode of verbal instruction. After two weeks traineeship, mini-Clinical Evaluation Exercise(Mini-CEX) was used to evaluate the trainees' competence in physician-patient communication and clinical practice. A questionnaire was given to the role-playing group to assess their satisfaction with the method. RESULTS: The Mini-CEX scores showed that the role-playing group had superior clinical skills (p < 0.05), including communication, history taking, professionalism, organization, clinical skills, and physical examination, compared to the traditional teaching group. Furthermore, trainee satisfaction was high with the role-playing method,and the satisfaction were more than 95%. CONCLUSION: The role-playing method effectively improved the clinical skills of pediatric trainees, developed clinical communication skills, and enhanced the application of medical knowledge in a simulated medical environment.


Assuntos
Competência Clínica , Medicina Clínica , Humanos , Criança , Comunicação , Exercício Físico , Conhecimento
19.
Neuropsychol Rehabil ; 33(9): 1462-1487, 2023 Oct.
Artigo em Inglês | MEDLINE | ID: mdl-35980394

RESUMO

This study aimed to evaluate the effects of music-based interventions on unilateral spatial neglect. Five databases were retrieved prior to May 5, 2022. A range of study designs were considered, including randomized controlled trials, controlled clinical trials, cohorts, and case series/reports. Types of music-based interventions were not limited. Methodological quality of randomized trials were evaluated using the RoB 2 tool, and the RoBiNT scale was utilized to assess the quality of case studies. Two authors independently summarized main results for assessments. Search strategies identified 186 potentially relevant articles, and 10 articles were collected for in-depth analysis. Preliminary results showed that USN patients performed better in cancellation tests than bisection tests after music-based intervention. In summary, pleasant music listening may have a beneficial effect on the visual attention of USN patients, and it can be hypothesized that this is related to the positive mood and emotions of patients induced by music. Music with a dynamic auditory stimulus as a new music listening programme in USN rehabilitation is worthy of further investigation. Instrument playing intervention can be considered as a multisensory stimulation to ameliorate neglect performance via multiple mechanisms. However, current results only support the short-term positive effects of music-based interventions on USN.


Assuntos
Musicoterapia , Música , Transtornos da Percepção , Acidente Vascular Cerebral , Humanos , Música/psicologia , Acidente Vascular Cerebral/psicologia , Emoções , Musicoterapia/métodos , Transtornos da Percepção/etiologia , Transtornos da Percepção/reabilitação , Ensaios Clínicos Controlados Aleatórios como Assunto
20.
BMC Nurs ; 22(1): 203, 2023 Jun 14.
Artigo em Inglês | MEDLINE | ID: mdl-37316872

RESUMO

BACKGROUND: Simulation and role-playing are the most commonly used experiential teaching methods in nursing education. The purpose of the study was to describe the impact of geriatric role-play workshops on the knowledge and skills of nursing students. We set one hypothesis: Students believe that learning through experiential role-play improves their professional competencies. METHODS: We conducted a descriptive quantitative study, collecting the data with a questionnaire. The study included 266 first-year nursing students who underwent 10 h of role-playing workshops in geriatric nursing in 2021. The questionnaire was compiled for the purpose of the present study, and its' internal consistency was 0.844 (n = 27). We used descriptive and correlation statistical analysis. RESULTS: Respondents were convinced that they gained and consolidated knowledge and connected theory with practice through role-playing. They especially emphasized the abilities they acquired to communicate in a group, engage in constructive reflection, be more sensitive to one's own emotions, and feel empathy. CONCLUSIONS: Respondents understand the use of the role-play method as an effective form of learning in geriatric nursing. They are convinced that they will be able to use the experience when working with an elderly patient in a clinical setting.

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