46 research outputs found

    International mixed methods study protocol to develop a patient-reported outcome measure for all types of chronic wounds (the WOUND-Q)

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    INTRODUCTION: Most patient-reported outcome measures (PROM) for chronic wounds are specific to a single wound type (eg, pressure ulcer) or part of the body. A barrier to outcome assessment in wound care and research is the lack of a rigorously designed PROM that can be used across wound types and locations. This mixed method study describes the protocol for an international collaboration to develop and validate a new PROM called the WOUND-Q for adults with chronic wounds. METHODS AND ANALYSIS: In phase I, the qualitative approach of interpretive description is used to elicit concepts important to people with wounds regarding outcome. Participants from Canada, Denmark, the Netherlands, and the USA are aged 18 years and older and have a wound that has lasted 3 months or longer. Interviews are digitally recorded, transcribed and coded. A conceptual framework and preliminary item pool are developed from the qualitative dataset. Draft scales are formed to cover important themes in the conceptual framework. These scales are refined using feedback from people with chronic wounds and wound care experts. After refinement, the scales are translated into Danish and Dutch, following rigorous methods, to prepare for an international field-test study. In phase II, data are collected in Canada, Denmark, the Netherlands, and the USA. An international sample of people with a large variety of chronic wounds complete the WOUND-Q. Rasch Measurement Theory analysis is used to identify the best subset of items to retain for each scale and to

    Word power: strategies for acquiring english vocabulary

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    Representing Depression In A Video Game Trailer In Order To Combat Sanism 

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    The aim of this study is to explore the research question “Can the Research through Design (RtD) critical note-taking guidelines be utilized in the pre-production and design of a video game trailer to combat sanism?”. To achieve this, the research involved gathering previous studies on representing mental illness, as well as examining fictional and non-fictional experiences of depression depicted in games, journals, and books. These sources serve as anchors, as described by Sadokierski (2019), while also utilizing parts of Sadokierski’s critical journaling guidelines for note-taking. Drawing inspiration from the gathered material, the study focuses on designing the character, game and narrative before proceeding to create a rough draft. The findings from the trailer’s design process indicate that Sanism can be addressed by challenging negative stereotypes and avoiding their perpetuation. This study demonstrates an example of how actively avoiding stereotypes, drawing inspiration from first-hand experiences, and incorporating metaphors may combat Sanism and foster a more positive outlook on mental illness through a video game trailer. Thus, while we perceived that the utilization of the critical note-taking guidelines in the pre-production and design of the trailer were useful, the results of the study were not conclusive since it requires testing and evaluation in future studies. Therefore, it is recommended that further research be conducted in order to explore to what extent utilizing the RtD critical note-taking guidelines, in the design process, may aid in avoiding the perpetuation of stereotypes and reduction of stereotyping by actively challenging them

    6. Die Frage des Fastens und Sabbats (2 18—3 6).

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    Representing Depression In A Video Game Trailer In Order To Combat Sanism 

    No full text
    The aim of this study is to explore the research question “Can the Research through Design (RtD) critical note-taking guidelines be utilized in the pre-production and design of a video game trailer to combat sanism?”. To achieve this, the research involved gathering previous studies on representing mental illness, as well as examining fictional and non-fictional experiences of depression depicted in games, journals, and books. These sources serve as anchors, as described by Sadokierski (2019), while also utilizing parts of Sadokierski’s critical journaling guidelines for note-taking. Drawing inspiration from the gathered material, the study focuses on designing the character, game and narrative before proceeding to create a rough draft. The findings from the trailer’s design process indicate that Sanism can be addressed by challenging negative stereotypes and avoiding their perpetuation. This study demonstrates an example of how actively avoiding stereotypes, drawing inspiration from first-hand experiences, and incorporating metaphors may combat Sanism and foster a more positive outlook on mental illness through a video game trailer. Thus, while we perceived that the utilization of the critical note-taking guidelines in the pre-production and design of the trailer were useful, the results of the study were not conclusive since it requires testing and evaluation in future studies. Therefore, it is recommended that further research be conducted in order to explore to what extent utilizing the RtD critical note-taking guidelines, in the design process, may aid in avoiding the perpetuation of stereotypes and reduction of stereotyping by actively challenging them

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    Selective Oxidation of 25,27-Bis-

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    Reaction of 25,27-bis-(3-formylphenoxyethoxy)-p-tert-butylcalix[4]arene (1) with 20% mole of KCN in ethanol and i-propanol yielded monoethylester (2) (50%) and monoisopropylester (3) (15%)
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