644 research outputs found
AI in board Game-Based Learning
Despite receiving less attention in educational research compared to digital games, boardgames show
great potential as a learning environment in many educational scenarios. They promote acquisition of
disciplinary knowledge and key competences, generate a sense of physical “togetherness”, can be
employed in situation of social and economic disadvantage, and can be modified (or “modded”), for
better alignment with disciplinary content. The use of games in European schools is very limited;
teachers see the potential of games for learning, but their competence in the use of games for learning
is superficial and limited to personal experience. High-performance AI systems such as GPT-4 have
emerged as a potential game-changer in education, as a collaborative partner to assist teachers in
learning design or to automatize decision-making processes. Despite known limitations, trained LLMs
show promise in executing educational tasks. This study explores whether trained High-performance
AI can facilitate teachers in the creation of boardgame-based learning units, by bridging their knowledge
gap in game knowledge and game-based instructional skills. Using the GDBL ID model, the most
comprehensive available instructional model for the creation of boardgame-based learning units, in this
exploratory study we instructed Chat GPT to address two key phases of bGBL design: the choice of the
game for the learning activity and the personalization of the game for constructive alignment and
inclusion. Evaluation of the output by GBL experts highlights the potential of AI tools for bGB
Virtual Reality Frontiers in Bipolar Disorders: A Recovery Oriented Cognitive Rehabilitation tool.
Background: Cognitive impairment is a fundamental rehabilitation outcome for people with
mental disorders. This represents a barrier to achieve clinical, personal and social outcomes
essential for a good quality of life. In line with the WHO innovation objective are increasing
the use of technologies for treatment of mental disorders. This study aims at evaluating the
feasibility and preliminary effectiveness of the first Cognitive Remediation Virtual Reality
Program for people with bipolar disorder.
Methods: Feasibility randomized controlled cross-over clinical study; we randomized 50
people from the Consultation and Psychosomatic Psychiatry Center of the University
Hospital of Cagliari with a diagnosis of bipolar disorder. We proposed a CR/VR recoveryoriented
program, 3 months with 2 weekly sessions, for the experimental group and a usual
care program for the control group (psychiatric visit and/or psychotherapy).
Results: We observed a significant feasibility outcome and clinical outcomes, both cognitive
and personal and social functioning. In particular in memory (Ray’s Word Test p<0.003),
attention (Matrix Test p<0.002), verbal fluency (FAS Test p<0.010), executive function in
terms of cognitive esteem function (CET p<0.003), depressive symptoms (PHQ-9 p< 0.030),
alexithymia (TAS-20 p<0.007) and in biological rhythms (BRIAN è<0.029).
Conclusion: This RCT aims, with regards to it feasibility and design, to inform a
confirmatory trial that evaluates the effectiveness of a VR CR program in psychiatric
rehabilitation for the treatment of cognitive dysfunction in people with bipolar disorder. The
results could have an impact on psychiatric rehabilitation research with a focus on
improving the application of technologies for mental health
Exploring the use of a dance-based exergame to enhance autistic children’s social communication skills in the home and school environments: a feasibility study
Autistic individuals often display social-communicative differences affecting aspects of daily living. The present study assessed the feasibility and potential efficacy of a dance-based exergame for enhancing autistic children’s social-communication skills. Methods: A mixed method, within-subject, pre-test/post-test study design was employed. Children in their home (n = 4; Mage = 8.25 years old, SD = 0.50) and school environments (n = 31; Mage = 10.87 years old, SD = 1.61) participated in a dance-based exergaming intervention (Just Dance) for six weeks. Results: A positive change in children’s social-communication skills was observed (p < 0.01). Results suggest Just Dance was easy to implement and enjoyable. Conclusion: A larger randomised control trial is warranted to confirm the effectiveness of the dance-based exergame
The therapeutic effects of physical treatment for patients with hereditary spastic paraplegia: a narrative review
BackgroundHereditary spastic paraplegia (HSP) encompass a variety of neurodegenerative disorders that are characterized by progressive deterioration of walking ability and a high risk for long-term disability. The management of problems associated with HSP, such as stiffness, deformity, muscle contractures, and cramping, requires strict adherence to recommended physiotherapy activity regimes. The aim of this paper is to conduct a critical narrative review of the available evidence focusing exclusively to the therapeutic advantages associated with various forms of physical therapy (PT) in the context of HSP, emphasizing the specific benefit of every distinct approach in relation to muscle relaxation, muscle strength, spasticity reduction, improvement of weakness, enhancement of balance, posture, walking ability, and overall quality of life.MethodsTo conduct a literature review, the databases PubMed, Scopus, and DOAJ (last access in June 2023) were searched.ResultsThe PubMed search returned a total of 230 articles, Scopus returned 218, and DOAJ returned no results. After screening, the final list included 7 papers on PT treatment for HSP patients.ConclusionElectrostimulation, magnetotherapy, hydrotherapy, PT, robot-assisted gait training, and balance rehabilitation have the potential to increase lower extremity strength and decrease spasticity in HSP patients
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