[Educational game of medication administration: a validation study].

Rev Bras Enferm

Departamento de Enfermagem Comunitária, Escola de Enfermagem Magalhães Barata, Universidade do Estado do Pará, Belém, PA, Brasil.

Published: August 2016

AI Article Synopsis

Article Abstract

This is a methodological research, which aimed to determine the validity of an educational technology (ET) in the form of educational game of medicine administration, according to the judges and audience, using the theoretical stage of Pasquali model. Data were collected between September 2011 and May 2012 in two stages: 1) application and validation of TE by forty students of the 4th period of Nursing, at the Fluminense Federal University (target audience); 2) observation and validation of TE by 8 teachers (judges). The questionnaires were organized in Likert scale, with items distributed in blocks and analyzed quantitatively. The game was validated, since it has over 80% approval by the two groups, and may therefore be used as a TE in the discipline of Fundamentals of Nursing. The results were positive, demonstrating that students and teachers are more interested in content taught when most dynamic technologies are used in the classroom.

Download full-text PDF

Source
http://dx.doi.org/10.1590/0034-7167.2014670405DOI Listing

Publication Analysis

Top Keywords

[educational game
4
game medication
4
medication administration
4
administration validation
4
validation study]
4
study] methodological
4
methodological aimed
4
aimed determine
4
determine validity
4
validity educational
4

Similar Publications

Background: Assessing player readiness is crucial in elite basketball. This study aims to provide a practical method for monitoring player readiness through the handgrip test and identify associations with wellness scales.

Methods: Fifteen players (age: 25.

View Article and Find Full Text PDF

Therapeutic hurdles persist in the fight against lung cancer, although it is a leading cause of cancer-related deaths worldwide. Results are still not up to par, even with the best efforts of conventional medicine, thus new avenues of investigation are required. Examining how immunotherapy, precision medicine, and AI are being used to manage lung cancer, this review shows how these tools can change the game for patients and increase their chances of survival.

View Article and Find Full Text PDF

Background: Immersive Virtual Reality (VR) has been applied in pain management for various conditions, but its use in fibromyalgia (FM) remains underexplored. While physical activity plays a role in treating FM, patients' low tolerance often limits its effectiveness. After reviewing the literature on VR and games for FM, we designed a novel VR exergame to assist FM patients in performing physical activity, and evaluate its feasibility.

View Article and Find Full Text PDF

Behavior modeling for a new flexure-based mechanism by Hunger Game Search and physics-guided artificial neural network.

Sci Rep

January 2025

Laboratory for Artificial Intelligence, Institute for Computational Science and Artificial Intelligence, Van Lang University, Ho Chi Minh City, Vietnam.

Compliant mechanism has some advantages and has been widely applied in many accurate positioning systems. However, modeling the compliant mechanism behavior has suffered from many challenges, such as unstable results, and the limitation of training data set. In the field of compliant mechanism modeling, there has been no research interested in applying meta-heuristics optimization algorithms to optimize the weights and biases of the neural network globally.

View Article and Find Full Text PDF

CoGames: Development of an adaptive smartphone-based and gamified monitoring tool for cognitive function in Multiple Sclerosis.

J Neurol

January 2025

Research Center for Clinical Neuroimmunology and Neuroscience Basel (RC2NB), University Hospital Basel, University of Basel, Spitalstrasse 2, CH-4031, Basel, Switzerland.

Aim: As part of the development of a smartphone-based app for monitoring MS disease activity and progression (dreaMS, NCT05009160), we developed six gamified tests with multiple difficulty levels as a monitoring tool for cognition. This study quantified the relative difficulty between levels and investigated their reliability, ability to depict practice effects, and user acceptance.

Methods: Healthy volunteers played each game, covering five cognitive domains, twice per day for 11 consecutive days.

View Article and Find Full Text PDF

Want AI Summaries of new PubMed Abstracts delivered to your In-box?

Enter search terms and have AI summaries delivered each week - change queries or unsubscribe any time!