Purpose: This study was conducted to determine the effect of virtual reality glasses used during intravenous catheter insertion on the child's emotional responses.
Design And Methods: The sample of the research, which was carried out as a randomized controlled experimental study, consisted of 102 children, including 51 in the control group and 51 in the study group, who were aged between 7 and 12 years and were on treatment in the pediatric emergency department(PED). Research data were collected using a Descriptive Data Form for Children and the Children's Emotional Manifestation Scale. No intervention was applied to the control group. After the tourniquet was tied in the study group, the children started watching a video of their choice through virtual reality glasses. When the process was completed, the video was stopped. During this period, the child was evaluated using the Children's Emotional Manifestation Scale.
Results: A statistically significant difference was found between the Children's Emotional Manifestation Scale scores of the children in the study and control groups (p = 0.000). The scores of the children in the study group were statistically significantly lower than the scores of the children in the control group.
Conclusion: During the intravenous catheter insertion process, children who watched cartoons on virtual reality glasses showed less negative emotional behavior than those who did not.
Practice Implications: The use of virtual reality glasses is a developing technology in child health services, and it is recommended to encourage their use in these services.
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http://dx.doi.org/10.1016/j.pedn.2024.04.036 | DOI Listing |
Interact J Med Res
January 2025
Department of Obstetrics and Gynecology, Tongji Hospital, Tongji Medical College, Huazhong University of Science and Technology, Wuhan, China.
Background: Incorporating artificial intelligence (AI) into medical education has gained significant attention for its potential to enhance teaching and learning outcomes. However, it lacks a comprehensive study depicting the academic performance and status of AI in the medical education domain.
Objective: This study aims to analyze the social patterns, productive contributors, knowledge structure, and clusters since the 21st century.
PLoS One
January 2025
Department of Nutrition, College of Human Health and Development, The Pennsylvania State University, University Park, PA, United States of America.
Objective: To understand the impact of fidelity and perceived realism on virtual reality food choices, and task motivation, engagement, and interest.
Design: Randomized controlled trial.
Setting: Online.
J Exp Biol
January 2025
Centre de Recherches sur la Cognition Animale, CNRS, Université Paul Sabatier, Toulouse 31062 cedex 09, France.
Solitary foraging insects like desert ants rely heavily on vision for navigation. While ants can learn visual scenes, it is unclear what cues they use to decide if a scene is worth exploring at the first place. To investigate this, we recorded the motor behavior of Cataglyphis velox ants navigating in a virtual reality set-up (VR) and measured their lateral oscillations in response to various unfamiliar visual scenes under both closed-loop and open-loop conditions.
View Article and Find Full Text PDFFront Behav Neurosci
January 2025
Economic, Psychological and Communication Sciences Department, Niccolò Cusano University, Rome, Italy.
This mini-review examines the available papers about virtual reality (VR) as a tool for the diagnosis or therapy of neurodevelopmental disorders, focusing on Attention Deficit Hyperactivity Disorder (ADHD), Autism Spectrum Disorder (ASD), and Specific Learning Disorders (SLD). Through a search on literature, we selected 62 studies published between 1998 and 2024. After exclusion criteria, our synoptic table includes 32 studies on ADHD (17 were on diagnostic evaluation and 15 were on therapeutic interventions), 2 on pure ASD, and 2 on pure SLD.
View Article and Find Full Text PDFFront Psychol
January 2025
School of Physical Education, Southwest University, Chongqing, China.
Background: Enhancing motor skills is crucial for the functional development of children with cerebral palsy. Virtual reality has emerged as a promising technology for rehabilitating these children.
Objective: The objective of this study was to systematically evaluate the effects of virtual reality motor games on the gross and fine motor skills of children with cerebral palsy.
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