385 research outputs found

    Anaesthetists' use of medically related mobile device applications and the evaluation of those most commonly used

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    A research report submitted to the Faculty of Health Sciences, University of the Witwatersrand, in partial fulfilment of the requirements for the degree of Master of Medicine in the branch of Anaesthesiology Johannesburg, 2016.Background: The use of mobile devices and medical software applications (apps) for mobile devices have been increasing amongst medical professionals. Medical apps can be used for a variety of functions and clinical decisions may be made based on the information provided by these apps. However these apps do not need to have a medical professional involved in the development before being made available for use. Little data could be found regarding app use amongst anaesthetists. Objectives: To describe anaesthetists in the Department of Anaesthesiology at the University of the Witwatersrand’s use of medically related mobile device applications and the assessment of the credibility of those most commonly used. Methods: Anonymous and self-administered questionnaires, requesting demographic data and information regarding apps used, were distributed among anaesthetists. From the participants list of apps the five most commonly used were assessed against a credibility template. Results: A total of 127 questionnaires (61% of the department) were distributed with 117 (92.1%) being returned. All participants owned a mobile device, the most popular brand being Apple. There were 99 (84.6%) participants who have used a medical app in their practice. Differences in app use were seen between different age groups, 88.0% in those less than 40 years vs 58.8% in those 40 years or older. More females than males (35.1% vs 22.0%) and more participants younger than 40 years (31.8% vs 10.0%) used an app daily. Daily use of apps varied from 0% to 33.3% among participants with different years of experience. The most commonly used apps were Medscape (61.6%), ECG Guide (10.1%), Qx Calculate (10.1%), The Oxford Handbook of Anaesthesiology (9.1%) and Pedistat (9.1%). Recommendation by a colleague influenced the choice of app in 40.9% of participants. The five most commonly used apps in the department all appeared credible. Conclusions: Mobile devices were owned by all participants and 84.6% made use of medical apps in their practice. The majority of participants used an app at least once a week with the older participants making less use of them. Medscape was the most frequently used app. The five most commonly used apps in the department all appear credible.LG201

    Cultural Health Literacy: A Case Study of Somali Refugee\u27s Information-Seeking Behavior and Health Communication Praxis

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    This case study examines Somalian refugees who have sought health information from a trusted source and how it affected their health decision. Health literacy, the ability to find, understand, and use health information and make health decisions, is an understood barrier to achieving optimal health. Social determinants affect an individual’s ability to access and appropriately use the information for decision-making. The communication inequality theory states that health disparities occur when communication inequalities transpire across the communication continuum, and inequitable access to learning manifests within specific individuals or groups. Research data was collected using a sociodemographic and SNS use questionnaire and interviews. The findings were analyzed using a spiral analysis process. Data analysis determined four themes and eight subthemes answering the CRQ and SRQs. Information access, information processing, source trust, and decision-making themes guided the research findings and implications. This study showed that those with more education and who were proficient in English had more access to mediating communication factors, allowing them to intentionally look for and understand health information to gain knowledge to make an informed health decision

    Comparing Student Engagement with Two Versions of the Game-Based Learning Tools: Mobile and Web

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    Game-Based Learning is useful in teaching because it encourages students to discuss, engage, and collaborate in groups. Research has shown that game-based learning techniques positively impact student engagement, motivation, and learning abilities. Studies explore the impact of game-based learning on different platforms. The result of the studies shows that game-based learning has a positive impact on students when used on Mobile or Web. Hence, studies need to identify which platform is more engaging and effective for the students. This research investigated the difference in student engagement with a game-based learning tool implemented on mobile and web-based platforms. We developed two versions of a peer-quizzing game where the students can create quiz questions related to the learning material, which their peers can attempt to answer. The game allows the students to create three different types of questions: Multiple Choice Questions, True/False, and Short Answers. Students from a first-year introductory programming computer class were recruited as participants to evaluate both versions of the game during one academic term (four months). A bonus participation mark of up to five percent of the course was offered to students who posted at least three questions per week. We collected data about the students’ engagement in in-game activities for the duration of the study. The results show no significant difference in the engagement between the web and the mobile version of the game. However, the number of quizzes asked in the mobile app version and web versions varied in quantity. Students posted more questions in the mobile-based version as compared to the Web version of the game. On the contrary, students solved more questions in the web version than in the App version. We have learned from the study that both game-based learning platforms effectively engage students. In a pre-study survey, we collected the students’ demographic data and their gaming experience and their reflection on the experience with the game with respect to usability, enjoyment, and learning, in a post-study survey. The data from the post-survey questionnaire shows that both versions of the game show similar user experience ratings

    David Arendale’s 2017 Guide to iPad Apps

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    This document provides an overview of the iPads apps I have found useful as an educator and in my personal life. Most of the apps were free, some cost a dollar or two. Only a few cost $9.99. Many thanks to my colleagues in my home academic department of Curriculum & Instruction as well as the College of Education and Human Development staff within the Office of Information Technology at the University of Minnesota. I received good recommendations from them reflected in this document

    English Is It! (ELT Training Series). Vol. 15

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    The Research group From English Acquisition to English Learning and Teaching is registered at the Institute of Professional Development Teaching (IDP-ICE), at the University of Barcelona. The group, founded and led by Lourdes Montoro (September 2013 - June 2021), has involved 28 teachers and professionals. 7 of them have been members of the group, and, together with 21 guest authors, have presented their work in the publication which she also created, and coordinated to fulfill the objectives of the pedagogical project which she had devised: English Is It! (ELT Training Series (Vols. 1-15)

    Localization in educational mobile games: Multiple case studies of educational mobile games in the emerging market, Vietnam

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    The thesis studies the localization/globalization of educational mobile games in emerging markets, particularly Vietnam. In detail, the thesis investigates how an educational mobile game company balances their localization strategy in the pressure of Global Integration-Local Responsiveness (GI-LR), the drivers behind the localization choice and level, and how players react to the strategy. The study reviews and summaries literature review related to GI-LR for MNEs and localization strategy for born-globals and suggests a framework for educational mobile game companies. The literature review indicated that while born-globals try to standardize their products, due to external and internal drivers, they have to adapt to local responsiveness on some levels. The suggested framework indicated that there are three levels of localization for educational game companies: simple, complex, and blending; besides standardization strategy. The thesis focuses on external drivers such as cultural differences and customer demands and studies how this affects the localization level of each game company. The thesis employs multiple case studies to compare different educational game companies that have different localization levels and serve different customer demands. The data collected from both America and Vietnam reviews similarities and differences in how users of each region perceive the games, react to the localization level of the games and suggest game improvements. The study figured out that cultural differences, especially language, and customer demands can change the level of localization of educational game companies. The level of localization can extend to one or several elements of the game. Users from Vietnam noticed some limitations of local language courses and suggested having their local language to be able to understand some games. In the context of emerging markets which have diverse culture and demands, educational game companies should do intense market research in advance to check whether they need to alter the localization level, reducing or raising the total cost of expanding to emerging markets

    Intensive English Program Student Handbook

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    https://digitalcommons.sacredheart.edu/univpub_handbook/1011/thumbnail.jp

    Understanding the uptake of, and the engagement with, health and wellbeing smartphone apps.

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    Background Health and wellbeing smartphone apps are promising tools in behaviour change, however, the uptake with these is low and the engagement with them is suboptimal. Objectives The research objectives were to 1) better understand factors influencing the uptake of and the engagement with health and wellbeing apps, 2) explore the factors influencing how and why individuals choose health and wellbeing apps online, including curated health app portals, and 3) investigate the attributes of smoking cessation apps that are likely to affect their uptake. Methods Three integrated research studies using qualitative and quantitative methods were conducted. Firstly, a systematic literature review was undertaken to investigate factors influencing the uptake of, and engagement with, health and wellbeing apps. Secondly, a think-aloud and interview study was undertaken to gain a deeper understanding of previously identified factors from the systematic review and to explore participants’views on curated health app portals. The final study involved the development and delivery of a discrete choice experiment to elicit smokers’ preferences for the uptake of a hypothetical smoking cessation smartphone app. Findings The systematic review identified twenty-six factors that influence the uptake and engagement with health and wellbeing apps, with one of the most important factors being health practitioner support. The qualitative study found that social influences and the perceived utility of an app may be core factors influencing their uptake. Engagement appeared to be influenced by the need for apps to contain clear user guidance, create low cognitive demands and support self-monitoring, have tailored technology, include peer and professional support, and goal setting features with action planning. Findings from the discrete choice experiment suggest that uptake of a smoking cessation app is most likely if the app has a high star rating, followed by if it is developed by a trusted organisation, the image of the app includes screenshots of how the app appears, and if the app is low cost. Conclusion Easy to use health and wellbeing apps which convey their social approval and practical benefits of use have the greatest potential to be adopted
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