Background: There is an association between video game practice and laparoscopic expertize in trainee surgeons. Ultrasound-guided regional anesthesia has many parallels with laparoscopic surgery. The aim of this study was to explore whether video game experience is associated with enhanced performance in a simulated ultrasound-guided task in novice operators.
Methods: In this prospective observational study, 60 medical student volunteers were recruited. Following characterization of video game experience, they underwent an assessment of visuospatial abilities. Following standardized teaching, the recruits' technical performance of an ultrasound-guided needle task was assessed for overall quality by global rating scale (GRS).
Results: Out of a total possible GRS score of 35, gamers compared with non-gamers demonstrated 5.2 (95% CI 1.9 to 8.4) units of better performance. Gamers also performed better in mental rotation test scores (difference 4.1, 95% CI 1.2 to 7.0) .
Conclusion: Video game practice is associated with increased mental rotation ability and enhanced technical performance in a simulated ultrasound-guided task.
Download full-text PDF |
Source |
---|---|
http://dx.doi.org/10.1136/rapm-2020-101641 | DOI Listing |
Wellcome Open Res
November 2024
Indian Institute of Public Health-Bengaluru, Public Health Foundation of India, Bangalore, India.
Background: Over 250 million children are developing sub-optimally due to their exposure to early life adversities. While previous studies have examined the effects of nutritional status, psychosocial adversities, and environmental pollutants on children's outcomes, little is known about their interaction and cumulative effects.
Objectives: This study aims to investigate the independent, interaction, and cumulative effects of nutritional, psychosocial, and environmental factors on children's cognitive development and mental health in urban and rural India.
JAC Antimicrob Resist
February 2025
Research Department, Zihi Institute, Nairobi, Kenya.
Background: The ability of microorganisms to resist antimicrobial medicines is called antimicrobial resistance (AMR). AMR awareness among the general public may be increased via a variety of approaches including the use of social media campaigns, traditional media, influencer outreach storytelling, community theatre, interactive games and quizzes and art and music. This analysis aims to evaluate YouTube videos to educate the general public about AMR.
View Article and Find Full Text PDFBMC Med Educ
January 2025
Institute of Nursing and Health Promotion, Oslo Metropolitan University, Oslo, Norway.
Background: The digital shift in higher education is moving from teacher-focused models to active learning with digital technologies, including the integration of game-based learning strategies. We aim to identify, assess, and summarize the findings of evidence and determine the effectiveness of game-thinking on learning outcomes in nursing education.
Methods: A comprehensive search for relevant literature was conducted between April and May 2022 Seven databases ERIC, Scopus, ProQuest Education Source, MEDLINE, CINAHL, Web of Science, and Embase were utilized to locate original, peer-reviewed papers published in English.
BMJ Open
January 2025
Department of Health Sciences, Brunel University of London, Uxbridge, UK
Objective: To investigate the safety, feasibility and acceptability of the Neurofenix platform for upper-limb rehabilitation in acute and subacute stroke.
Design: A feasibility randomised controlled trial with a parallel process evaluation.
Setting: Acute Stroke Unit and participants' homes (London, UK).
BMJ Open
January 2025
Faculty of Health Sciences, University of Ontario Institute of Technology, Oshawa, Ontario, Canada
Introduction: Schools are an important setting for supporting children's development of food literacy, but minimal research has assessed which strategies are most suitable for school nutrition education. The Foodbot Factory intervention, consisting of serious game (ie, a digital game designed for education) and curriculum-based lesson plans, was developed to support teachers and children ages 8-12 with nutrition education. Pilot data have demonstrated that Foodbot Factory can significantly improve children's nutrition knowledge, but it has not yet been evaluated in classrooms.
View Article and Find Full Text PDFEnter search terms and have AI summaries delivered each week - change queries or unsubscribe any time!