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Use and Design of Virtual Reality–Supported Learning Scenarios in the Vocational Qualification of Nursing Professionals: Scoping Review
Use and Design of Virtual Reality–Supported Learning Scenarios in the Vocational Qualification of Nursing Professionals: Scoping Review
Background: Numerous reviews advocate using virtual reality (VR) in educational contexts. This medium allows learners to t...
Investigating the Use of Serious Games for Cancer Control Among Children and Adolescents: Scoping Review
Investigating the Use of Serious Games for Cancer Control Among Children and Adolescents: Scoping Review
Background: Effective health care services that meet the diverse needs of children and adolescents with cancer are require...
Pressure Ulcer Management Virtual Reality Simulation (PU-VRSim) for Novice Nurses: Mixed Methods Study
Pressure Ulcer Management Virtual Reality Simulation (PU-VRSim) for Novice Nurses: Mixed Methods Study
Background: Pressure ulcers (PUs) are a common and serious complication in patients who are immobile in health care settin...
Examining and Comparing the Energy Expenditure of Two Modes of a Virtual Reality Fitness Game (Supernatural): Indirect Calorimetry Study
Examining and Comparing the Energy Expenditure of Two Modes of a Virtual Reality Fitness Game (Supernatural): Indirect Calorimetry Study
Background: The effectiveness of virtual reality (VR) fitness games as a form of moderate to vigorous physical activity ha...
Enhancing Serious Game Design: Expert-Reviewed, Stakeholder-Centered Framework
Enhancing Serious Game Design: Expert-Reviewed, Stakeholder-Centered Framework
Background: Traditional serious game design methods often overlook stakeholder needs. This study integrates stakeholder th...
The Effect of a Novel Video Game on Young Soccer Players' Sports Performance and Attention: Randomized Controlled Trial
The Effect of a Novel Video Game on Young Soccer Players' Sports Performance and Attention: Randomized Controlled Trial
Background: Currently, the fusion of technology and sport is inseparable. The integration of various systems and devices h...
Adoption of Augmented Reality in Educational Programs for Nurses in Intensive Care Units of Tertiary Academic Hospitals: Mixed Methods Study
Adoption of Augmented Reality in Educational Programs for Nurses in Intensive Care Units of Tertiary Academic Hospitals: Mixed Methods Study
Background: In the wake of challenges brought by the COVID-19 pandemic to conventional medical education, the demand for i...
Effects of a Serious Game for Adolescent Mental Health on Cognitive Vulnerability: Pilot Usability Study
Effects of a Serious Game for Adolescent Mental Health on Cognitive Vulnerability: Pilot Usability Study
Background: Adolescent mental health is of utmost importance. E-mental health interventions, in particular serious games, ...
Therapeutic Uses of Gaming in Mental Health: An Untapped Potential
Therapeutic Uses of Gaming in Mental Health: An Untapped Potential
In their exploratory study, Pine et al [] unveil promising results indicating the potential therapeutic benefits of using ...
Addressing Data Absenteeism and Technology Chauvinism in the Use of Gamified Wearable Gloves Among Older Adults: Moderated Usability Study
Addressing Data Absenteeism and Technology Chauvinism in the Use of Gamified Wearable Gloves Among Older Adults: Moderated Usability Study
Background: Digital health technologies have the potential to improve health outcomes for older adults, especially for tho...
Exploring the Design of Upper Limb Strength Training Through High-Intensity Interval Training Combined With Exergaming: Usability Study
Exploring the Design of Upper Limb Strength Training Through High-Intensity Interval Training Combined With Exergaming: Usability Study
Extremely-low-volume high-intensity interval training (ELVHIIT) has become a popular exercise strategy in modern society, ...
Using Virtual Reality in a Rehabilitation Program for Patients With Breast Cancer: Phenomenological Study
Using Virtual Reality in a Rehabilitation Program for Patients With Breast Cancer: Phenomenological Study
Background: Surgery is an essential treatment for early breast cancer. However, the management of side effects after breas...
Measuring the Reliability of a Gamified Stroop Task: Quantitative Experiment
Measuring the Reliability of a Gamified Stroop Task: Quantitative Experiment
Background: Few gamified cognitive tasks are subjected to rigorous examination of psychometric properties, despite their u...
Understanding Senior Adults’ Needs, Preferences, and Experiences of Commercial Exergames for Health: Usability Study
Understanding Senior Adults’ Needs, Preferences, and Experiences of Commercial Exergames for Health: Usability Study
Background: Many senior adults are at risk of mental and physical disorders due to a lack of sufficient exercise. Therefor...
Gamification of Behavior Change: Mathematical Principle and Proof-of-Concept Study
Gamification of Behavior Change: Mathematical Principle and Proof-of-Concept Study
Background: Many people want to build good habits to become healthier, live longer, or become happier but struggle to chan...
An Escape Game on University Students’ Mental Health During the COVID-19 Pandemic: Cocreation Study
An Escape Game on University Students’ Mental Health During the COVID-19 Pandemic: Cocreation Study
Background: The COVID-19 pandemic has had a severe impact on students’ mental health. Interventions are needed to promote ...