1,893 research outputs found
30 : 2: A Game Designed to Promote the Cardiopulmonary Resuscitation Protocol
Cardiopulmonary resuscitation (CPR) is a first-aid key survival technique used to stimulate breathing and keep blood flowing to the heart. Its effective administration can significantly increase the survival chances of cardiac arrest victims. We propose 30 : 2, a videogame designed to introduce the main steps of the CPR protocol. It is not intended for certification and training purpose. Driven by the 2010 European Resuscitation Council guidelines we have designed a game composed of eight mini games corresponding to the main steps of the protocol. The player acts as a helper and has to solve a different challenge. We present a detailed description of the game creation process presenting the requirements, the design decisions, and the implementation details. In addition, we present some first impressions of our testing users (25 children, five of each age from 8 to 12 years old and 12 males and 13 females). We evaluated clarity of instructions and three settings of the game: the aesthetics of scenarios, the playability, and the enjoyability of each mini game. All games were well punctuated, and there are no significantly differences between their sex. The proposed game can be a suitable tool to disseminate and promote CPR knowledge
Attuning a mobile simulation game for school children using a design-based research approach
We report on a design-based research study that was conducted over nine months. It chronicles the development and implementation of HeartRun, a cardiopulmonary resuscitation (CPR) training approach for school children. Comparable to an unexpected emergency, HeartRun consists of authentic activities involving different roles, game tasks, locations and physical objects to support process-oriented learning
for first responders. It aims to enhance the psychological preparedness of the rescuer and thus promotes a more prompt and appropriate response. In this paper, we describe a cycle of three design-based
research (DBR) studies in which HeartRun was explored with school children. In order to better understand how to design mobile game environments that support dimensions of seamless learning, we analysed children and their knowledge-building practices while learning with HeartRun. The mobile
game has evolved significantly from its initial conception through an iterative process of (re) designing and testing the synchronization between physical and digital worlds, learner collaboration and ubiquitous
knowledge access, i.e. dimensions of mobile seamless learning activities. Based on our experiences, we conclude by discussing challenges and shortcomings of mobile game-based learning environments.This research was financed by the European Regional Development Fund (ERDF), regions of the Euregio Meuse-Rhine and the participating
institutions under the INTERREG IVa programme (EMR.INT4-1.2.-2011-04/070, http://www.emurgency.eu)
Desenvolvimento de um jogo virtual simulado em suporte básico de vida
Objective: To validate the content of a virtual learning object in the format of a Role Playing Game – educational simulation game about basic life support, aimed at academics and health professionals. Method: Methodological, construction and validation study with qualitative data approach on the content of a virtual learning object, conducted between August and September 2016. Results: The game was developed in 13 screens, of which nine presented contents of basic life support, and the others presented general guidelines for progress in the game. The five suggestions of the experts were accepted by the researchers, and were mostly related to organization, clarity and vocabulary. No item was considered inappropriate by the judges, and the game had a mean content validity index of 0.96 and a Kappa value of 0.92. In the Likert scale evaluation, the game was considered in all analyzes as an excellent content for a virtual learning object. Conclusion: This learning technology is expected to support teaching of basic life support techniques for academics and health professionals, and to stimulate the development of similar teaching strategies in other scenarios, in order to bring advancements to the design of health training processes
In the eye of the beholder:promoting learner-centric design to develop mobile games for learning
Out of the project EMuRgency a game-based learning environment evolved, which trains school children in providing reanimation and cardiopulmonary resuscitation (CPR). The application gets players to act as if they were in a real case of emergency. This paper reports on a formal usability study conducted with two different groups of learners, regular learners and learners with special educational needs (SEN). With the study we compared the two groups of learners with regard to game usability and effectiveness of the intervention. Our intention was to better understand the different needs and requirements to learning materials that game designer need to take into consideration in order to make the learning experience successful for both groups. A total of 89 children played the game simulation. Results showed differences in perception and effectiveness of individual mechanisms for the two groups with regard to usability or switching between tasks and mobile device.This publication was partly financed by the European Regional Development Fund (ERDF), regions of the Euregio Meuse-Rhine and the participating institutions under the INTERREG IVa program (EMR.INT4-1.2.-2011-04/070, http://www.emurgency.eu)
Research results applied to the field of health: how experience impacts the classroom and society
The Health Sciences Faculty of the Universidad TecnolĂłgica de Pereira has been
advancing in the generation of new knowledge and has explored various fields of
knowledge.
This book presents four pieces of research that have a lot to do with new trends, both in
the training of human talent in health, and in the way in which knowledge and technology
are applied to solutions to context problems.
In this case, it is important to mention the role that high-fidelity clinical simulation has
been gaining in the training processes of our students, more specifically the use of
theater and the “standardized patients” strategy, in the promotion of professional
criteria. The positive impact of a focused training is evident, both in the conceptual
development of the individual, and in the appropriation of his role as an agent of social
change. The theater promotes an intentional interaction with which knowledge, skills
and attitudes can be explored in a medical training process.
Likewise, theater has been used as a useful tool in the introduction of therapeutic
elements in hospital spaces, such as pediatric, oncology or mental health wards,
promoting various ways of interacting with medical staff, or exploring personal aspects.
that can improve the clinical evolution of patients.
Clinical simulation also contemplates a series of technological elements that, when used
for educational purposes, can also promote performance analysis of cognitive,
technical, and dexterity skills. This is the case of the clinical simulation put to the service
of a CPR skills analysis project, in which, through sensors and performance variables
such as force, pressure or response time, they can account for advances in CPR training
processes, both for university communities and for health professionals.PregradoCONTENT
Introduction ....................................................................................................................5
CHAPTER ONE
Project Jai Kazhirua: Actors for clinical simulation .......................................................9
Julio César Sánchez Naranjo, Heidy Yicel Mesa Arenas
and AndrĂ©s Felipe RamĂrez Herrera
CHAPTER TWO
Implementation of a flipped classroom methodology in the medical
physiology course in the Faculty of Health Sciences ...................................................31
Julio César Sánchez Naranjo, Diego Fernando López Zapata,
Ă“scar Alonso PinzĂłn Duque, AndrĂ©s Mauricio GarcĂa Cuevas,
Martha Doris Morales Medina and Samuel Eduardo Trujillo Henao
CHAPTER THREE
SANAR RIENDO (HEALING LAUGHTER): humor therapy
for pediatric hospitalized patients.................................................................................53
Julio César Sánchez Naranjo, Heidy Yicel Mesa Arenas
and AndrĂ©s Felipe RamĂrez Herrera
CHAPTER FOUR
CPR performance characteristics of emergency teams in the city
of Pereira, Colombia .....................................................................................................77
Giovanni GarcĂa Castro, Yamileth Estrada Berrio, Johana Andrea MĂ©ndez Timaná,
and Sandra Milena Bedoya Gaviri
Holo-BLSD – A holographic tool for self-training and self-evaluation of emergency response skills
In case of cardiac arrest, prompt intervention of bystanders can be vital in saving lives. Basic Life Support and Defibrillation (BLSD) is a procedure designed to deliver a proficient emergency first response. Developing skills in BLSD in a large part of the population is a primary educational goal of resuscitation medicine. In this context, novel computer science technologies like Augmented Reality (AR) and Virtual Reality (VR) can alleviate some of the drawbacks of traditional instructor-led courses, especially concerning time and cost constraints. This paper presents Holo-BLSD, an AR system that allows users to learn and train the different operations involved in BLSD and receive an automatic assessment. The system uses a standard manikin which is quotes{augmented} by an interactive virtual environment that reproduces realistic emergency scenarios. The proposed approach has been validated through a user study. Subjective results confirmed the usability of the devised tool and its capability to stimulate learners' attention. Objective results indicated no statistical significance in the differences between the examiners' evaluation of users who underwent traditional and AR training; they also showed a close agreement between expert and automatic assessments, suggesting that Holo-BLSD can be regarded as an effective self-learning method and a reliable self-evaluation tool
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