45,331 research outputs found

    Lifting the Burden of Addiction: Philanthropic Opportunities to Address Substance Use Disorders in the United States

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    Substance use disorders (SUDs), also known as substance abuse or addiction, affect an estimated 20 million or more adolescents and adults in the U.S. This guidance provides philanthropic funders with the tools & information to reduce immediate harm from substance use disorders and reduce the burden of the disorder over the long term. This includes reducing the damage the disorder causes to people with SUDs and their loved ones, reducing the overall incidence of SUDs, and reducing SUD-related costs to society. We present four strategies for philanthropic funders who want to help:- Save lives and reduce SUD-related illness and homelessness- Improve access to evidence-based treatment- Improve SUD care by changing systems and policies- Fund innovation to improve prevention and treatmen

    Serious games and blended learning

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    Serious games and blended learning

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    Age-appropriate information technology on the advance: Putting paid to olden times

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    Ageing society opens up enormous economic potential. Whereas for a long time social interpretation homed in on the doomsday scenarios of demographic change, it is the economic potential that is now emerging with increasing clarity. Information and communication technologies stand a good chance of benefiting from this trend. Older people are not intrinsically technology refuseniks, as evidenced by the growing number of silver agers using the internet. Successful products will be far removed from disenfranchisement and stigmatisation. The challenge to product developers and marketing strategists is to create age-appropriate offers that older people do not perceive as encroaching on their autonomy or pointing up their physical infirmities. Particularly promising are offers enabling barrier-free use without seeming like segregational solutions for specific age groups. User friendliness, value systems and the legal framework are currently stymieing yet wider success. Technical fascination aside, the business potential hinges directly on regulations concerning data protection, teletreatment and cost reimbursement, on user friendliness and society’s attitude towards the application of robotics in medicine and healthcare. The tasks involved are enormous. Product developers, marketing strategists, physicians, nurses and carers, politicians and older people in need of help themselves must be prepared to take the new routes. Assistance systems, e-Health and health games benefit from demographic change. The range of offers is highly diversified. They extend from ‘intelligent’ tablet dispensers, emergency bio sensor technology in motor vehicles and motion sensor technology through tele-monitoring and online consultations to brain jogging and exercise games.demographics, technology,ICT, e-Health, games, AAL, assistance systems

    Integrating BIM and gaming to support building operation: the case of a new hospital

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    Moving into a new hospital requires healthcare professionals to adapt to a new work environment. Workflows, processes, and competencies become obsolete and need to be tailored for the new hospital. This paper explores a role-play serious game developed for the purpose of familiarizing professionals with their new work environment. A three-dimensional virtual prototype of the new hospital building created from Building Information Modeling technology, served as the graphical environment in which the game was staged. The game, namely the “Ward”, is intended to provide healthcare professionals with a virtual training ground for exercising new work processes. We conducted a series of interviews with the client, healthcare experts, and the software developers involved in developing the games. Our intention of doing so was twofold: attaining an understanding of how Building Information Modeling data has been integrated into the game and exploring how the game’s functionalities had been fitted to best support the healthcare professionals in their learning. By exploring the process of the game’s development we were able to point out shortcomings in current practice and to suggest areas for improvement. These are (1) use of crossover modules, (2) increased collaboration, (3) clear communication of information needs, and (4) better contractual agreements. The gameplay could be further improved by increasing the amount of non-player characters. Moreover, we just begin to understand how pedagogical concepts for games conveying architectural designs can be built. This indicates that developing such concepts is an intriguing avenue for further research. We argue that the findings are useful for practitioners and researchers interested in integrating BIM and gaming technology

    Matching the density of the rugby playing population to the medical services available in the Eastern Cape, South Africa

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    Background: Rugby Union is a popular contact sport played worldwide. The physical demands of the game are characterized by short duration, high intensity bouts of activity, with collisions between players, often while running fast. The head, neck, upper limb and lower limb are common sites for injury. Although catastrophic injuries are rare in rugby, they do occur. Immediate action (4-hour window) must occur after the injury to minimise the damage incurred from a catastrophic injury. This infers that a well-functioning medical infrastructure should be available to anticipate injuries of this nature and provide treatment for the best possible outcome. Currently there is no system information/map in South Africa describing the medical infrastructure in relation to places where clubs and schools practice and play matches. Such a system may assist providing early and immediate transfer of injured players to the appropriate treatment facility. This would minimise the damaging effects caused by delays in medical treatment. Therefore the aim of this study was to; (i) investigate and report on the location, distance and travel time from rugby playing/training venues in the Eastern Cape to the nearest specialist hospital where a player may be able to receive adequate treatment for a catastrophic injury, and ii) report on safety equipment available at these playing venues to facilitate this transport in a safe manner. Methods: All the clubs (n=403) and schools (n =264) that played rugby in the Eastern Cape were accounted for in the study. However, only 15 clubs and 35 schools were included in the analysis as they had their own facilities for training and playing matches. Distances between clubs/schools and the nearest public, private and specialized hospital (able to treat catastrophic injuries) were measured. In addition driving time was also estimated between the clubs/schools and nearest specialized hospital to determine if an injured player could be transported within four hours to receive medical treatment for a catastrophic injury. In addition medical safety equipment was audited (according to information provided by SA RUGBY)) for each club and school to identify if they were meeting the minimum safety standards as set by SA RUGBY. Results: Twenty schools were identified as being less than one hour away from the nearest hospital equipped to deal with catastrophic rugby injuries; nine schools were between 1-2 hours away and six schools were between 2-3 hours away. All schools were within 100 km driving distance of the nearest public hospital; 28 schools were within 100km driving distance to the nearest private hospital. For seven schools, the nearest private hospital was between 100 and 150 km away. Fourteen schools had spinal boards, eleven had neck braces, ten had harnesses, nine had change rooms, five had floodlights, and twenty-two had trained first aiders. Six schools were located 2-3 hours away and were at higher risk due to a lack of first aid equipment. Ten clubs were less than an hour away from the nearest hospital equipped to treat catastrophic injuries; two clubs were between 1-2 hours away, two were between 2-3 hours away and one was between 3-4 hours away. All clubs were within 100 km driving distance of the nearest public hospital. Nine clubs were within 100km driving distance to the nearest private hospital, three clubs were based between 100 and 150 km from the nearest private hospital and three were based over 150km away from the nearest private hospital. Twelve clubs had a spinal board, eleven clubs had neck braces, ten clubs had harnesses, ten clubs had change rooms, seven clubs had floodlights and twelve clubs had first aid trainers. One club was classified as high risk as it was located 2-3 hours away from the nearest hospital equipped to manage a catastrophic injury and had no first aid equipment. Discussion/Conclusion: No clubs or schools included in the study were more than four hours away from a hospital that was equipped to deal with a catastrophic rugby injury. Therefore, any player who suffers a catastrophic injury should be able to get to treatment within the 4-hour window period. Another finding was that not all clubs or schools possessed the minimum equipment required to host training or a rugby match. SA RUGBY can take appropriate action towards these clubs and schools to ensure that they maintain the safest possible practice to not put their own players at increased risk

    An architecture supporting the development of serious games for scenario-based training and its application to Advanced Life Support

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    The effectiveness of serious games for training has already been proved in several domains. A major obstacle to the mass adoption of serious games comes from the difficulties in their development, due to the lack of widely adopted architectures that could streamline their creation process. In this thesis we present an architecture supporting the development of serious games for scenario-based training, a serious games for medical training we developed exploiting the architecture and the results of a study about its effectivenes

    Immersive multi-user decision training games with ARLearn

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    Serious gaming approaches so far focus mainly on skill development, motivational aspects or providing immersive learning situations. Little work has been reported to foster awareness and decision competencies in complex deci-sion situations involving incomplete information and multiple stakeholders. We address this issue exploring the technical requirements and possibilities to de-sign games for such situations in three case studies: a hostage taking situation, a multi-stakeholder logistics case, and a health-care related emergency case. To implement the games, we use a multi-user enabled mobile game development platform (ARLearn). We describe the underlying real world situations and edu-cational challenges and analyse how these are reflected in the ARLearn games realized. Based on these cases we propose a way to increase the immersiveness of mobile learning games.SALOM

    Multi-stakeholder decision training games with ARLearn

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    Klemke, R., Ternier, S., Kalz, M., Schmitz, B., & Specht, M. (2013, 26-27 September). Multi-stakeholder decision training games with ARLearn. In D. Milosevic (Ed.), Proceedings of the fourth international conference on eLearning (eLearning 2013) (pp. 1-9). Belgrade Metropolitan University, Belgrade, Serbia. http://econference.metropolitan.ac.rs/Serious gaming approaches so far focus mainly on skill development, motivational aspects or providing immersive learning situations. Little work has been reported to foster awareness and decision competencies in complex decision situations involving incomplete information and multiple stakeholders. We address this issue exploring the technical requirements and possibilities to design games for such situations in three case studies: a hostage taking situation, a multi-stakeholder logistics case, and a health-care related emergency case. To implement the games, we use a multi-user enabled mobile game development platform (ARLearn). We describe the underlying real world situations and educational challenges and analyse how these are reflected in the ARLearn games realized.SALOMO, EMURGENCY, UNHC
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