View clinical trials related to Serious Game.
Filter by:The main aim of this study is to compare the learning outcomes of machine guided VR based training for adult advanced life support with educator guided training in metaverse environment.
Background:The process of constructing knowledge in the context of children's science education plays a significant role in fostering the development of early scientific literacy. Nevertheless, children sometimes struggle to comprehend scientific knowledge due to the presence of abstract notions. Objective: To evaluate the efficacy of augmented reality (AR) games as a teaching tool for enhancing children's understanding of optical science education. Methods: 36 healthy children between the ages of 6 and 8 years old were included in this study. Individuals were randomly divided into an intervention group (n=18) and a control group (n=18). Interventions, namely a 20-minute AR science education including three game lesson modules, while the control group was asked to learn 20-minute same knowledge with non-AR science learning app. POE (predict-observe-explain) test of 3 games including animal vision, color-light mixing and light refraction were conducted for all participants before and after the experiment. Also, intrinsic Motivation Inventory (IMI) test including interest-enjoyment (INT-ENJ), perceived competence (COMP), effort-importance (EFF-IMP), and tension-pressure (TEN-PRESS) were conducted for children after the experiment.
The main purpose of 'Serious Games' (SG) is to provide opportunities for constructive learning and training. They are well-accepted instruments in therapeutic interventions and have been found to be efficient to improve cognitive areas, social interaction and motor skill function. The SG is expected to improve asthmatic children's behaviour by providing a positive psychosocial experience with positive effects on asthma outcomes. Participants will be subjected to SG as part of routine medical care, and researchers will study the effect of SG. The aim of the study is to evaluate the impact of an innovative SG on neurobehavioural patterns through a randomised controlled pilot study in adolescents with controlled asthma and on the modulation of the expression pattern of CTRA 'Conserved Transcriptional Response to Adversity'.
Purpose: It is aimed to evaluate the effect of structured exercise, wii-based exergame and wii-based serious game exercise protocols on functional parameters in individuals with pes planus. Method: 69 individuals with Pes Planus between the ages of 18-25 who met the inclusion criteria will be included in the study. Pedobarographic analysis, navicular drop test, flexibility, balance, femoral anteversion and lower extremity muscle strength measurements will be performed on the participants before and after the treatment. In addition, demographic information of individuals will be recorded through a survey. After the initial evaluation, participants will be randomly assigned to one of three groups. All subjects participating in the study will be treated under the supervision of a specialist physiotherapist for a total of 18 sessions, 3 days a week for 6 weeks, 40 minutes each session. Structured exercise group; short foot exercise, towel curl exercise, toe walking, heel walking, tandem walking, eccentric gastrosoleus stretching at the edge of the stairs, collecting objects from the ground with the toes, balance exercises on one foot will be performed. Penguin Slide, Tightrople Tension, Tilt Table, Soccer Heading and Balance Bubble games, which are balance games of the Nintendo wii game console, will be played for the Wii-based exergame group for 8 minutes each and a total of 40 minutes per session. For Wii-based serious game group, 3 games, Balance Surf, Balance Adventure and Balance Maze, which are among the balance games included in the Becure Balance System that works integrated with the Wii Balance Board, will be played for 40 minutes each session under the supervision of an expert physiotherapist. After the treatment, all measurements will be repeated, the difference between before and after treatment and the superiority of different treatment protocols will be tried to be determined.
Today, there is a need to integrate and restructure rapidly developing technology into teaching environments. When web-based applications, which are among the popular and innovative technologies, are examined, it is seen that they are used in many areas of education. In this study, it was aimed to evaluate the effects of sterile hand washing, sterile dressing, sterile package opening and surgical instrument preparation training on anxiety, satisfaction, knowledge and skill levels by designing a serious game-based web application that allows nursing students to gain skills and practice in psychomotor applications. The universe of the study will consist of students enrolled in the Operating Room Nursing course in the Nursing Department of the Faculty of Health Sciences of Gümüşhane University in the spring semester of the 2021-2022 academic year, and the sample will consist of 94 students who meet the study criteria and agree to participate in the study. Data; It will be collected with the Introductory Characteristics Form, Operating Room Applications Information Form, Sterile Dressing and Surgical Instrument Preparation Skills Checklist, State Trait Anxiety Scale (WHO) and Visual Comparison Scale (GLO). Oral lectures will be given to all students by the instructor in charge of the course for two hours a week for two weeks, according to the lesson plan. Before the oral presentation, the 'Student Information Form' and the 'Operating Room Applications Information Form' will be applied to the students. After the questionnaire applications, the students will be divided into two groups, 47 students in the intervention group and 47 students in the control group, by randomization method. A serious game-based web application will be downloaded to the mobile phones of the students in the intervention group, on sterile dressing and surgical instrument preparation training, prepared in accordance with the formal education curriculum. How to use it will be shown. The students in the control group will be shown the video prepared by the researcher on sterile dressing and surgical instrument preparation training. Students in both groups will be informed that they can use this application for two weeks whenever they want and as much as they want. At the end of two weeks, a skill test will be given to the control and intervention groups in the laboratory. WHO will be applied to both groups before and after the skill test. Immediately after the skill test, the Operating Room Applications Information Form will be applied to both groups to measure the level of knowledge, the State Anxiety Inventory (DBS) to determine their anxiety level, and the GAS to measure satisfaction. Three weeks after the first skill test, students' second skill measures will be evaluated using the 'Surgical Instrument Preparation Skill Checklist', and their anxiety levels will be evaluated with the Trait Anxiety Inventory. The obtained data will be analyzed with appropriate statistical methods using the SPSS for Windows 23.0 program (Statistical Package for the Social Sciences)
The aim of this study is to examine the effect of Serious-Game Exercise (SGE) platform on pain, range of motion (ROM), joint position sense, shoulder functions, and approximation force in patients with rotator cuff rupture. In addition, another objective is to evaluate the usage of balance board as a measurement tool for measuring the approximation force in the rotator cuff rupture.
This study proposes to improve the management of dysexecutive syndrome by a serious game (SG) in addition to the usual management including work in occupational therapy and neuropsychology.
Physical inactivity is considered to be one of the ten principal risk factors for death worldwide. Children need to perform one hour of daily moderate-to-vigorous intensity physical activity whereof at least twice a week these activities are of vigorous intensity. In 2010, the percentage of 4-11 year-old normoactive Dutch children was approximately 20%.Previous interventions that aimed to increase childhood physical activity produced small to negligible effects. One possible explanation is that individuals were not intrinsically motivated towards physical activity during the intervention period. Children spend a substantial amount of their time behind a game consule. There are a number of applications that motivate increase in physical activity in a fun way through engaging individuals in games that mix real and computing worlds. These games became known as serious games. In this study we want to investigate if the incorporation of a serious game BOOSTH in combination with an activity tracker and battle to stimulate physical activity behaviour in primary school children (grades 5th to 7th).
Physical inactivity is considered to be one of the ten principal risk factors for death worldwide. Children need to perform one hour of daily moderate-to-vigorous intensity physical activity whereof at least twice a week these activities are of vigorous intensity. In 2010, the percentage of 4-11 year-old normoactive Dutch children was approximately 20%. In addition, there is a dose-response relationship between BMI by sex and physical activity levels. Previous interventions that aimed to increase childhood physical activity produced small to negligible effects. One possible explanation is that individuals were not intrinsically motivated towards PA during the intervention period. Children spend a substantial amount of their time behind a game consule. There are a number of applications that motivate increase in PA in a fun way through engaging individuals in games that mix real and computing worlds. These games became known as serious games. In this study we want to investigate if the incorporation of a serious game BOOSTH in combination with an activity tracker to stimulate physical activity behaviour in overweight/ obese children.