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Sullivan AJ, Anderson J, Beatty M, Choi J, Jaccard J, Hawkins K, Pearlson G, Stevens MC. A randomized clinical trial to evaluate feasibility, tolerability, and preliminary target engagement for a novel executive working memory training in adolescents with ADHD. Behav Res Ther 2024; 181:104615. [PMID: 39173523 PMCID: PMC11465636 DOI: 10.1016/j.brat.2024.104615] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Grants] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 05/02/2024] [Revised: 07/05/2024] [Accepted: 08/16/2024] [Indexed: 08/24/2024]
Abstract
OBJECTIVE Working memory training for Attention-Deficit/Hyperactivity Disorder (ADHD) has focused on increasing working memory capacity, with inconclusive evidence for its effectiveness. Alternative training targets are executive working memory (EWM) processes that promote flexibility or bolster stability of working memory contents to guide behavior via selective attention. This randomized, placebo-controlled study was designed to assess feasibility, tolerability, and behavioral target engagement of a novel EWM training for ADHD. METHOD 62 ADHD-diagnosed adolescents (12-18 years) were randomized to EWM training or placebo arms for 20 remotely coached sessions conducted over 4-5 weeks. Primary outcome measures were behavioral changes on EWM tasks. Secondary outcomes were intervention tolerability, trial retention, and responsiveness to adaptive training difficulty manipulations. RESULTS Linear regression analyses found intervention participants showed medium effect size improvements, many of which were statistically significant, on Shifting and Filtering EWM task accuracy and Shifting and Updating reaction time measures. Intervention participants maintained strong self-rated motivation, mood, and engagement and progressed through the adaptive difficulty measures, which was further reflected in high trial retention. CONCLUSIONS The results suggest that these EWM processes show promise as training targets for ADHD. The subsequent NIMH R33-funded extension clinical trial will seek to replicate and extend these findings.
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Affiliation(s)
- Abigail J Sullivan
- Olin Neuropsychiatry Research Center, Hartford HealthCare, Hartford, CT, 06106, USA.
| | - Jacey Anderson
- Olin Neuropsychiatry Research Center, Hartford HealthCare, Hartford, CT, 06106, USA
| | - Morgan Beatty
- Olin Neuropsychiatry Research Center, Hartford HealthCare, Hartford, CT, 06106, USA
| | - Jimmy Choi
- Olin Neuropsychiatry Research Center, Hartford HealthCare, Hartford, CT, 06106, USA
| | - James Jaccard
- New York University Silver School of Social Work, New York, NY, 10003, USA
| | - Keith Hawkins
- Yale University School of Medicine, New Haven, CT, 06520, USA
| | - Godfrey Pearlson
- Olin Neuropsychiatry Research Center, Hartford HealthCare, Hartford, CT, 06106, USA; Yale University School of Medicine, New Haven, CT, 06520, USA
| | - Michael C Stevens
- Olin Neuropsychiatry Research Center, Hartford HealthCare, Hartford, CT, 06106, USA; Yale University School of Medicine, New Haven, CT, 06520, USA
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Kanabar M, Reeve GS. Does Game-Based Learning Promote Academic Engagement Among Millennial Oral and Maxillofacial Surgery Residents? J Oral Maxillofac Surg 2024; 82:1176-1182. [PMID: 38788782 DOI: 10.1016/j.joms.2024.04.021] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [MESH Headings] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 02/08/2024] [Revised: 04/29/2024] [Accepted: 04/29/2024] [Indexed: 05/26/2024]
Abstract
BACKGROUND House staff participating in surgical residency programs are often comprised of adult learners from the millennial generation (Gen Y). With the increasing gap in both age and learning styles between these residents and their educators, their educators are struggling to keep them academically engaged. PURPOSE The purpose of this study was to measure the association between implementing a digital online Jeopardy! (Sony Pictures Studios, Culver City, CA) style game (digital game) (Factile Solace Creative, LLC, Melbourne Beach, FL) into oral maxillofacial surgery (OMS) resident didactic training and Oral and Maxillofacial Surgery In-service Training Examination (OMSITE) scores. STUDY DESIGN, SETTING, SAMPLE This study was a retrospective cohort study conducted at The New York Presbyterian Hospital/Weill Cornell Medicine. OMS residents who took the OMSITE examination were included in the study. Exclusion criteria included OMS residents who did not take the OMSITE in a given year. INDEPENDENT VARIABLE The independent variable was the timing of the implementation of the digital game, divided into before and after implementation. MAIN OUTCOME VARIABLES The primary outcome variable was OMSITE scores. COVARIATES Covariates included demographics (age, gender, and race), year of training, and number of examination attempts. ANALYSES Descriptive and bivariate statistics included Fisher's exact test and Wilcoxon rank sum test. Linear mixed modeling was performed to take into account multiple observations per participants. RESULTS The sample composed of 14 resident subjects with a median age of 27.5 (27.0, 28.7) years. Females represented 29% of the cohort. Seventy-one percent of the participants were Post Graduate Year 1. The median (interquartile range) OMSITE score preimplementation: 61 (48, 71) and postimplementation: 79 (68, 87). On average, the OMSITE scores improved significantly following the implementation of this study modality (P < .001). CONCLUSION AND RELEVANCE Digital games may be an effective learning tool to prepare residents for OMSITE by promoting academic engagement.
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Affiliation(s)
- Megha Kanabar
- Student, Tufts University School of Dental Medicine, Boston, MA
| | - Gwendolyn S Reeve
- Vice Chief and Program Director, Division of Oral and Maxillofacial Surgery and Dentistry, Weill Cornell Medicine, Oral and Maxillofacial Surgery, New York, NY.
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Abraham P, Dubois N, Rimmelé T, Lilot M, Balança B. Enhancing perioperative care through decontextualized simulation: A game-changer for non-technical skills training. J Clin Anesth 2024; 94:111428. [PMID: 38422954 DOI: 10.1016/j.jclinane.2024.111428] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Key Words] [MESH Headings] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 10/26/2023] [Revised: 02/11/2024] [Accepted: 02/23/2024] [Indexed: 03/02/2024]
Affiliation(s)
- Paul Abraham
- Department of Anesthesiology, Centre Hospitalier Universitaire Vaudois, Lausanne, Switzerland; Centre Lyonnais d'Enseignement par la Simulation en Santé (CLESS), SimuLyon. Claude Bernard University Lyon 1-Hospices Civils de Lyon, Lyon, France.
| | - Nadège Dubois
- Medical Simulation Center, Public Health Department, Liège University, Liège, Belgium
| | - Thomas Rimmelé
- Centre Lyonnais d'Enseignement par la Simulation en Santé (CLESS), SimuLyon. Claude Bernard University Lyon 1-Hospices Civils de Lyon, Lyon, France; EA 7426, PI3 (Pathophysiology of Injury-Induced Immunosuppression), Claude Bernard University Lyon 1-Biomérieux-Hospices Civils de Lyon, Lyon, France
| | - Marc Lilot
- Centre Lyonnais d'Enseignement par la Simulation en Santé (CLESS), SimuLyon. Claude Bernard University Lyon 1-Hospices Civils de Lyon, Lyon, France; Unit of Pediatric and Congenital Cardio-thoracic Anesthesia and Intensive Care, Medical-Surgical Department of Congenital Cardiology of the Fœtus, Child and Adult. Louis Pradel Hospital, Hospices Civils de Lyon, Lyon, France; Claude Bernard University Lyon 1, Research on Healthcare Performance (RESHAPE), INSERM U1290, Lyon, France
| | - Baptiste Balança
- Centre Lyonnais d'Enseignement par la Simulation en Santé (CLESS), SimuLyon. Claude Bernard University Lyon 1-Hospices Civils de Lyon, Lyon, France; Neurologic Intensive care and Anesthesiology, Hospices Civils de Lyon, Pierre Wertheimer Hospital and Claude Bernard University Lyon 1 - Neuroscience Research Center, Lyon, France
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Delage C, Palayer M, Lerouet D, Besson VC. "Pharmacotrophy": a playful tournament for game- and team-based learning in pharmacology education - assessing its impact on students' performance. BMC MEDICAL EDUCATION 2024; 24:219. [PMID: 38429772 PMCID: PMC10908103 DOI: 10.1186/s12909-024-05157-z] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Subscribe] [Scholar Register] [Received: 08/05/2023] [Accepted: 02/09/2024] [Indexed: 03/03/2024]
Abstract
BACKGROUND At the Faculty of Pharmacy of Paris, we conducted a pharmacology tournament in 2021 and 2022, named "Pharmacotrophy", to offer a game-, team- and competitive-based learning innovation based on fun and challenge. This article aims to (1) provide a detailed overview of the organisation of "Pharmacotrophy," (2) present and compare feedback from both students and teachers, and (3) assess the impact of student participation on their exam marks. METHODS "Pharmacotrophy" took place in 2021 and 2022 over a two-week period at the beginning of the exam revision phase. It involved a combination of remote matches using the online quiz creation tool Kahoot!® and in-person matches. Teams, consisting of three students from the 4th or 5th year, participated in several selection rounds leading up to the final match. The questions covered various topics from the pharmacology curriculum. Using an anonymous online survey, we collected the feedback from students and teacher regarding the organisation of the tournament and the interest and difficulty of the different type of questions. We retrospectively compared the exam marks of 4th year students who took part in "Pharmacotrophy" (n2021 = 19 and n2022 = 20) with those of the rest of the 4th year (n2021 = 315-320 and n2022 = 279-281), both in the year before "Pharmacotrophy" and just after the tournament. RESULTS Students highlighted the educational benefits of team-based and game-based learning. This novel approach positively and constructively motivated students to review pharmacology. Additionally, students appreciated the establishment of a trust-based relationship with their teachers. All students had a similar pharmacology level based on their exam results in the year before "Pharmacotrophy." After the tournament, participants had marks 20.1% higher in pharmacology questions compared to non-participants (p = 0.02), while they had comparable overall levels, as evidenced by their final grade averages and marks in non-pharmacology questions. Moreover, participants who advanced further in the competition achieved higher marks in pharmacology questions compared to those who were eliminated early in the tournament. CONCLUSION The implementation of "Pharmacotrophy" provided students with an enjoyable way to review pharmacology coursework and revived the interest in pharmacology for some. Specifically, participating in "Pharmacotrophy" led to an increase in pharmacology marks for students who were not among the top performers in the class or did not excel in pharmacology in the previous year. This study quantified the pedagogical value of this innovative curriculum in terms of knowledge acquisition.
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Affiliation(s)
- Clément Delage
- Université Paris Cité, Inserm, Optimisation Thérapeutique en Neuropsychopharmacologie, F-75006, Paris, France.
- Service de Pharmacie, AP-HP, Hôpital Lariboisière-Fernand Widal, F-75010, Paris, France.
- Unité Pédagogique de Pharmacologie, Faculté de Pharmacie de Paris, Université Paris Cité, F-75006, Paris, France.
| | - Maeva Palayer
- Université Paris Cité, Inserm, Optimisation Thérapeutique en Neuropsychopharmacologie, F-75006, Paris, France
- Unité Pédagogique de Pharmacologie, Faculté de Pharmacie de Paris, Université Paris Cité, F-75006, Paris, France
| | - Dominique Lerouet
- Université Paris Cité, Inserm, Optimisation Thérapeutique en Neuropsychopharmacologie, F-75006, Paris, France
- Unité Pédagogique de Pharmacologie, Faculté de Pharmacie de Paris, Université Paris Cité, F-75006, Paris, France
| | - Valérie C Besson
- Université Paris Cité, Inserm, Optimisation Thérapeutique en Neuropsychopharmacologie, F-75006, Paris, France
- Unité Pédagogique de Pharmacologie, Faculté de Pharmacie de Paris, Université Paris Cité, F-75006, Paris, France
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Noël F, Xexéo G, Martins M, Silva E, Pupo A, Magalhães P, Lima-Júnior R, Gadelha K, Lima-Silva K, Raimundo J, Ghedini P, Crespo-Lopez M, Arrifano G, Ferreira J, Prediger R, Militão G, Oliveira R, Hollais A, Rodrigues L, Carvalho D, Costa S, Martins D. Assessing the reaction to and efficacy of the Screener drug discovery and development board game as a pedagogical tool in postgraduate courses. Braz J Med Biol Res 2024; 57:e13258. [PMID: 38265347 PMCID: PMC10802222 DOI: 10.1590/1414-431x2023e13258] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 09/07/2023] [Accepted: 12/15/2023] [Indexed: 01/25/2024] Open
Abstract
Screener, a board game supplemented with online resources, was introduced and distributed by the Brazilian Society of Pharmacology and Experimental Therapeutics to postgraduate programs as an instructional tool for the process of drug discovery and development (DDD). In this study, we provided a comprehensive analysis of five critical aspects for evaluating the quality of educational games, namely: 1) description of the intervention; 2) underlying pedagogical theory; 3) identification of local educational gaps; 4) impact on diverse stakeholders; and 5) elucidation of iterative quality enhancement processes. We also present qualitative and quantitative assessments of the effectiveness of this game in 11 postgraduate courses. We employed the MEEGA+ online survey, comprising thirty-three close-ended unipolar items with 5-point Likert-type response scales, to assess student perceptions of the quality and utility of Screener. Based on 115 responses, the results indicated a highly positive outlook among students. In addition, we performed a preliminary evaluation of learning outcomes in two courses involving 28 students. Pre- and post-quizzes were applied, each consisting of 20 True/False questions directly aligned with the game's content. The analysis revealed significant improvement in students' performance following engagement with the game, with scores rising from 8.4 to 13.3 (P<0.0001, paired t-test) and 9.7 to 12.7 (P<0.0001, paired t-test). These findings underscore the utility of Screener as an enjoyable and effective tool for facilitating a positive learning experience in the DDD process. Notably, the game can also reduce the educational disparities across different regions of our continental country.
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Affiliation(s)
- F. Noël
- Programa de Pós-Graduação em Farmacologia e Química Medicinal, Universidade Federal do Rio de Janeiro, Rio de Janeiro, RJ, Brasil
| | - G. Xexéo
- Laboratório de Ludologia, Engenharia e Simulação, Programa de Engenharia de Sistemas e Computação, COPPE, Universidade Federal do Rio de Janeiro, Rio de Janeiro, RJ, Brasil
| | - M.A. Martins
- Laboratório de Inflamação, Instituto Oswaldo Cruz, Fundação Oswaldo Cruz, Rio de Janeiro, RJ, Brasil
| | - E.J.R. Silva
- Departamento de Biofísica e Farmacologia, Instituto de Biociências de Botucatu, Universidade Estadual Paulista, Botucatu, SP, Brasil
| | - A.S. Pupo
- Departamento de Biofísica e Farmacologia, Instituto de Biociências de Botucatu, Universidade Estadual Paulista, Botucatu, SP, Brasil
| | - P.J.C. Magalhães
- Programa de Pós-Graduação em Farmacologia, Departamento de Fisiologia e Farmacologia, Faculdade de Medicina, Universidade Federal do Ceará, Fortaleza, CE, Brasil
| | - R.C.P. Lima-Júnior
- Programa de Pós-Graduação em Farmacologia, Departamento de Fisiologia e Farmacologia, Faculdade de Medicina, Universidade Federal do Ceará, Fortaleza, CE, Brasil
| | - K.K.L. Gadelha
- Programa de Pós-Graduação em Farmacologia, Departamento de Fisiologia e Farmacologia, Faculdade de Medicina, Universidade Federal do Ceará, Fortaleza, CE, Brasil
| | - K. Lima-Silva
- Programa de Pós-Graduação em Farmacologia, Departamento de Fisiologia e Farmacologia, Faculdade de Medicina, Universidade Federal do Ceará, Fortaleza, CE, Brasil
| | - J.M. Raimundo
- Grupo de Pesquisa em Farmacologia de Produtos Bioativos, Centro Multidisciplinar UFRJ-Macaé, Universidade Federal do Rio de Janeiro, Macaé, RJ, Brasil
| | - P.C. Ghedini
- Departamento de Farmacologia, Instituto de Ciências Biológicas, Universidade Federal de Goiás, Goiânia, GO, Brasil
| | - M.E. Crespo-Lopez
- Laboratório de Farmacologia Molecular, Instituto de Ciências Biológicas, Universidade Federal do Pará, Belém, PA, Brasil
| | - G.P. Arrifano
- Laboratório de Farmacologia Molecular, Instituto de Ciências Biológicas, Universidade Federal do Pará, Belém, PA, Brasil
| | - J. Ferreira
- Programa de Pós-graduação em Farmacologia, Centro de Ciências Biológicas, Universidade Federal de Santa Catarina, Florianópolis, SC, Brasil
| | - R.D. Prediger
- Programa de Pós-graduação em Farmacologia, Centro de Ciências Biológicas, Universidade Federal de Santa Catarina, Florianópolis, SC, Brasil
| | - G.C.G. Militão
- Departamento de Fisiologia e Farmacologia, Centro de Biociências, Universidade Federal de Pernambuco, Recife, PE, Brasil
| | - R.B. Oliveira
- Programa de Pós-Graduação em Ciências Farmacêuticas, Faculdade de Farmácia, Universidade Federal de Minas Gerais, Belo Horizonte, MG, Brasil
| | - A.W. Hollais
- Programa de Pós-Graduação em Ciências Fisiológicas, Universidade Federal do Espírito Santo, Vitória, ES, Brasil
| | - L.C.M. Rodrigues
- Programa de Pós-Graduação em Ciências Fisiológicas, Universidade Federal do Espírito Santo, Vitória, ES, Brasil
| | - D.T. Carvalho
- Faculdade de Ciências Farmacêuticas, Universidade Federal de Alfenas, Alfenas, MG, Brasil
| | - S.K.P. Costa
- Departamento de Farmacologia, Instituto de Ciências Biomédicas, Universidade de São Paulo, São Paulo, SP, Brasil
| | - D.T.O. Martins
- Programa de Pós-Graduação em Ciências da Saúde, Laboratório de Farmacologia, Faculdade de Medicina, Universidade Federal de Mato Grosso, Cuiabá, MT, Brasil
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De Nicolò M, Kanatschnig T, Hons M, Wood G, Kiili K, Moeller K, Greipl S, Ninaus M, Kober SE. Engaging learners with games-Insights from functional near-infrared spectroscopy. PLoS One 2023; 18:e0286450. [PMID: 37279251 PMCID: PMC10243642 DOI: 10.1371/journal.pone.0286450] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [MESH Headings] [Grants] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 03/07/2023] [Accepted: 05/16/2023] [Indexed: 06/08/2023] Open
Abstract
The use of game elements in learning tasks is thought to facilitate emotional and behavioral responses as well as learner engagement. So far, however, little is known about the underlying neural mechanisms of game-based learning. In the current study, we added game elements to a number line estimation task assessing fraction understanding and compared brain activation patterns to a non-game-based task version. Forty-one participants performed both task versions in counterbalanced order while frontal brain activation patterns were assessed using near-infrared spectroscopy (within-subject, cross-sectional study design). Additionally, heart rate, subjective user experience, and task performance were recorded. Task performance, mood, flow experience, as well as heart rate did not differ between task versions. However, the game-based task-version was rated as more attractive, stimulating and novel compared to the non-game-based task version. Additionally, completing the game-based task version was associated with stronger activation in frontal brain areas generally involved in emotional and reward processing as well as attentional processes. These results provide new neurofunctional evidence substantiating that game elements in learning tasks seem to facilitate learning through emotional and cognitive engagement.
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Affiliation(s)
| | | | - Manuel Hons
- Institute of Psychology, University of Graz, Graz, Austria
| | - Guilherme Wood
- Institute of Psychology, University of Graz, Graz, Austria
- BioTechMed-Graz, Graz, Austria
| | - Kristian Kiili
- Faculty of Education and Culture, Tampere University, Tampere, Finland
| | - Korbinian Moeller
- Centre for Mathematical Cognition, School of Science, Loughborough University, Loughborough, United Kingdom
- Leibniz-Institut für Wissensmedien, Tübingen, Germany
- LEAD Graduate School & Research Network, University of Tübingen, Tübingen, Germany
| | - Simon Greipl
- Department of Media and Communication, Ludwig Maximilian University of Munich, Munich, Germany
| | - Manuel Ninaus
- Institute of Psychology, University of Graz, Graz, Austria
- LEAD Graduate School & Research Network, University of Tübingen, Tübingen, Germany
| | - Silvia Erika Kober
- Institute of Psychology, University of Graz, Graz, Austria
- BioTechMed-Graz, Graz, Austria
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Tang Y, Gu R, Zhao Y, Wang J, Zhang Y, Li Q, Wang Z, Wang S, Wei Q, Wei L. Effectiveness of a Game-Based Mobile Application in Educating Nursing Students on Venous Blood Specimen Collection: A Randomized Controlled Trial. Games Health J 2023; 12:63-72. [PMID: 36413059 DOI: 10.1089/g4h.2022.0085] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/23/2022] Open
Abstract
Aim: Incorporating mobile applications into traditional clinical teaching methods to assess the impact of game-based mobile applications on the practical knowledge and skill levels of venous blood specimen collection among nursing students. Background: Although game-based mobile applications are recognized as teaching aids that replicate clinical practice in a safe environment, their impact and effectiveness are relatively unknown in the education of nursing students. Design: In September 2021, a single-blind randomized controlled trial was conducted in a university-affiliated hospital in China. Methods: One hundred five nursing students were randomly divided into the control group (n = 53) and the experimental group (n = 52). All participants received the same theoretical and operational training. For the next 7 days, the experimental group used a game-based mobile application, and the control group practiced venous blood specimen collection using traditional teaching methods. We observed the before-and-after comparison of the skill performance and learning curve of both groups of participants. Results: The final skill performance scores of the nursing students in the experimental group were higher than that of the nursing students in the control group (P < 0.001). Analysis of the learning curve showed that to master the skills, the experimental and control groups needed an average of 8 and 10 repetitions, respectively. Conclusion: This mobile application has a positive learning effect on nursing students' venous blood specimen collection skills in the short term. It should be applied to the training of clinical nursing skills.
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Affiliation(s)
- Yalin Tang
- School of Nursing, Qingdao University, Qingdao, China
| | - Ruting Gu
- Department of Thoracic Surgery, The Affiliated Hospital of Qingdao University, Qingdao, China
| | - Yafei Zhao
- School of Nursing, Qingdao University, Qingdao, China
| | - Jingyuan Wang
- Department of Neurology, The Affiliated Hospital of Qingdao University, Qingdao, China
| | - Yan Zhang
- Department of Vasculocardiology, The Affiliated Hospital of Qingdao University, Qingdao, China
| | - Qianqian Li
- Department of Ophthalmology, The Affiliated Hospital of Qingdao University, Qingdao, China
| | - Zihan Wang
- School of Nursing, Qingdao University, Qingdao, China
| | - Siyao Wang
- Cardiac Care Unit, The Affiliated Hospital of Qingdao University, Qingdao, China
| | - Qiaofeng Wei
- Department of Nursing, Laixi Municipal Hospital, Qingdao, China
| | - Lili Wei
- Office of the Dean, The Affiliated Hospital of Qingdao University, Qingdao, China
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Lei X, Rau PLP. Emotional responses to performance feedback in an educational game during cooperation and competition with a robot: Evidence from fNIRS. COMPUTERS IN HUMAN BEHAVIOR 2023. [DOI: 10.1016/j.chb.2022.107496] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/24/2022]
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Putri F, Susnoschi Luca I, Garcia Pedro JA, Ding H, Vuckovic A. Winners and losers in brain computer interface competitive gaming: Directional connectivity analysis. J Neural Eng 2022; 19. [PMID: 35882224 DOI: 10.1088/1741-2552/ac8451] [Citation(s) in RCA: 4] [Impact Index Per Article: 2.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 04/01/2022] [Accepted: 07/26/2022] [Indexed: 11/11/2022]
Abstract
OBJECTIVE to characterize the direction within and between brain connectivity in winning and losing players in a competitive brain-computer interface game. APPROACH ten dyads (26.9 ± 4.7 years old, eight females and 12 males) participated in the study. In a competitive game based on neurofeedback, they used their relative alpha (RA) band power from the electrode location Pz, to control a virtual seesaw. The players in each pair were separated into winners (W) and losers (L) based on their scores. Intrabrain connectivity was analyzed using multivariate Granger Causality (GC) and Directed Transfer Function, while interbrain connectivity was analyzed using bivariate GC. RESULTS linear regression analysis revealed a significant relationship (p<0.05) between RA and individual scores. During the game, W players maintained a higher RA than L players, although it was not higher than their baseline RA. The analysis of intrabrain GC indicated that both groups engaged in general social interactions, but only the W group succeeded in controlling their brain activity at Pz. Group L applied an inappropriate metal strategy, characterized by strong activity in the left frontal cortex, indicative of collaborative gaming. Interbrain GC showed a larger flow of information from the L to the W group, suggesting a higher capability of the W group to monitor the activity of their opponent. SIGNIFICANCE both innate neurological indices and gaming mental strategies contribute to game outcomes. Future studies should investigate whether there is a causal relationship between these two factors.
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Affiliation(s)
- Finda Putri
- Centre for Rehabilitation Engineering, University of Glasgow, James Watt Building (South), G12 8QQ, Glasgow, Glasgow, G12 8QQ, UNITED KINGDOM OF GREAT BRITAIN AND NORTHERN IRELAND
| | - Ioana Susnoschi Luca
- Centre for Rehabilitation Engineering, University of Glasgow, James Watt Building (South), G12 8QQ, Glasgow, Glasgow, G12 8QQ, UNITED KINGDOM OF GREAT BRITAIN AND NORTHERN IRELAND
| | - Jorge Abdullah Garcia Pedro
- Centre for Rehabilitation Engineering, University of Glasgow, James Watt Building (South), G12 8QQ, Glasgow, Glasgow, G12 8QQ, UNITED KINGDOM OF GREAT BRITAIN AND NORTHERN IRELAND
| | - Hao Ding
- Centre for Rehabilitation Engineering, University of Glasgow, James Watt Building (South), G12 8QQ, Glasgow, Glasgow, G12 8QQ, UNITED KINGDOM OF GREAT BRITAIN AND NORTHERN IRELAND
| | - Aleksandra Vuckovic
- School of Engineering, Biomedical Engineering, University of Glasgow, James Watt building (south), G12 8QQ, Glasgow, Glasgow, G12 8QQ, UNITED KINGDOM OF GREAT BRITAIN AND NORTHERN IRELAND
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Zeidan S, Baltaze S, Garcin B, de Liège A, Doridam J, Josse L, Degos B. The "Neurospeed" game: a fun tool to learn the neurological semiology. BMC MEDICAL EDUCATION 2022; 22:224. [PMID: 35361216 PMCID: PMC8970646 DOI: 10.1186/s12909-022-03316-8] [Citation(s) in RCA: 3] [Impact Index Per Article: 1.5] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Received: 09/26/2021] [Accepted: 03/11/2022] [Indexed: 06/14/2023]
Abstract
BACKGROUND Neurological semiology is often considered by medical students as particularly difficult to learn. Finding alternative teaching methods may improve students' motivation and understanding of this field. METHODS We developed the "Neurospeed", a game to learn neurological syndromes. We assessed its efficiency on short-term learning of neurological syndromes in third-year medical students, through Multiple Choice Questions (MCQs) before and after the game session. Students' satisfaction was evaluated by a satisfaction survey. RESULTS Out of the 199 third-year medical students of the Faculty of Medicine Sorbonne Paris Nord, 180 attended the Neurospeed in December 2020, and 148 answered 20 Multiple Choice Questions before and after the game, with significant improvement of their score (p < 0.001). Most of the participants agreed that the game was playful, stimulating, and helpful to learn neurological semiology. CONCLUSIONS Overall, our results show that the Neurospeed game is an interesting tool as a complement to traditional lectures. Further studies are necessary to compare the efficacy of different types of serious games on short-term and long-term learning of neurological semiology.
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Affiliation(s)
- Sinead Zeidan
- Neurology Department, APHP, Hôpital Avicenne, Hôpitaux Universitaires de Paris - Seine Saint Denis, Sorbonne Paris Nord, Bobigny, France
| | - Solenne Baltaze
- Medicine Department, UFR SMBH, Sorbonne Paris Nord, Bobigny, France
| | - Béatrice Garcin
- Neurology Department, APHP, Hôpital Avicenne, Hôpitaux Universitaires de Paris - Seine Saint Denis, Sorbonne Paris Nord, Bobigny, France
| | - Astrid de Liège
- Neurology Department, APHP, Hôpital Avicenne, Hôpitaux Universitaires de Paris - Seine Saint Denis, Sorbonne Paris Nord, Bobigny, France
| | - Jennifer Doridam
- Neurology Department, APHP, Hôpital Avicenne, Hôpitaux Universitaires de Paris - Seine Saint Denis, Sorbonne Paris Nord, Bobigny, France
| | - Laure Josse
- Healthcare Simulation Center, UFR SMBH, Sorbonne Paris Nord, Bobigny, France
| | - Bertrand Degos
- Neurology Department, APHP, Hôpital Avicenne, Hôpitaux Universitaires de Paris - Seine Saint Denis, Sorbonne Paris Nord, Bobigny, France.
- Center for Interdisciplinary Research in Biology, Collège de France, CNRS UMR7241/INSERM U1050, Université PSL, Paris, France.
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‘The Game of the Sea’: An Interdisciplinary Educational Board Game on the Marine Environment and Ocean Awareness for Primary and Secondary Students. EDUCATION SCIENCES 2022. [DOI: 10.3390/educsci12010057] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.5] [Reference Citation Analysis] [Abstract] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 02/05/2023]
Abstract
Games are a proven tool for learning at all ages and in many contexts. They increase the attractiveness of learning processes through arousing interest and enhancing motivation, and aid with the development of social skills. Educational games provide teachers with different approaches to teaching. ‘The Game of the Sea’ is an interdisciplinary board game, specifically designed to teach its players about the marine environment, regardless of their age. Through its 68 sections, coloured according to particular topics and organised as a fish shape, players encounter a wide range of questions and activities. Through playing this game, players acquire a broad knowledge of science, the marine environment and its importance, and literature. The game uses an interdisciplinary approach with question cards on a variety of topics (including maths, physics, biology, chemistry, art, etc.). A total of 222 players (111 children, aged 11–15, and 111 adults, aged 18–72) tested the game. These players were enrolled in different formal and non-formal educational contexts and had different educational backgrounds. For a qualitative analysis of game sessions (participant observation), researchers acted as game moderators and, while doing so, made subtle observations of players playing the game. On top of this, the value of the game, as a didactic tool, was evaluated with a test that players took before and after the game. After playing the game, knowledge of the marine environment, increased in both children and adults, with a slightly higher increase in children. Therefore, ‘The Game of the Sea’ is suitable for teaching all ages about the marine environment. Further, this game can impart to its players the importance of the marine environment and the importance of protecting this environment.
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Zhao W, Wei T, Zhou R, Wang Y, Wang Y, Ren Z, Shao W, Luo H, Zhou Y, Chen N, Lu Q, Song X, Zhang Z, Fang Y, Zhang X, Jiao D. The Influence of Online Game Behaviors on the Emotional State and Executive Function of College Students in China. Front Psychiatry 2021; 12:713364. [PMID: 34744815 PMCID: PMC8563612 DOI: 10.3389/fpsyt.2021.713364] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 05/22/2021] [Accepted: 09/22/2021] [Indexed: 11/22/2022] Open
Abstract
Background and Objective: Since the classification of gaming disorder (GD) by the World Health Organization (WHO) as "mental disorder caused by addictive behaviors," there has been controversy regarding whether online game behaviors can lead to mental disorder. This study aims to clarify the correlation between the online game behaviors of college students and anxiety, depression, and executive function of college students in China, from a questionnaire-based investigation. Methods: Based on the whole class random sampling method, a questionnaire survey was conducted among college students in Northern Anhui, China from March 7 to March 27, 2020. The questionnaires included the Internet Game Addiction (IGA) Scale, Behavior Rating Inventory of Executive Function (Adult Version, BRIEF-A), Generalized Anxiety Disorder Scale (GAD-7) and Patient Health Questionnaire Scale (PHQ-9). Results: A total of 850 participants completed the survey, including 353 males (41.53%) and 497 females (58.47%). The primary age group was 18-27 years (91.53%), and the educational background was a bachelor's degree (94.7%). The study found that the online behavior of 17.76% of college students was online game behavior. This study did not identify any students who met the criteria for IGA, and 3% met the criteria for indulgent behavior. A dual role of online games was identified; moderate online game activities can improve the emotional state and executive function of college students, while excessive online game behaviors that may not reach the degree of addiction can also harm emotional state and executive function. Conclusions: This study suggests that although IGA has been regarded as a mental disease, online game behavior should be treated differently. Online game activities should not be entirely denied, but mental disorders caused by excessive gaming activities deserve attention. In particular, the emotional state and executive function of students with excessive online game behaviors should be monitored and intervened in advance to avoid game behaviors turning into indulgent behaviors or addiction. As a cognitive control process, executive function may play a key role in regulating IGA and emotional state.
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Affiliation(s)
- Wei Zhao
- School of Mental Health, Bengbu Medical College, Bengbu, China
| | - Tao Wei
- School of Mental Health, Bengbu Medical College, Bengbu, China
| | - Ruidong Zhou
- School of Mental Health, Bengbu Medical College, Bengbu, China
| | - Yujing Wang
- School of Mental Health, Bengbu Medical College, Bengbu, China
| | - Yan Wang
- School of Mental Health, Bengbu Medical College, Bengbu, China
| | - Zixuan Ren
- School of Mental Health, Bengbu Medical College, Bengbu, China
| | - Wenyi Shao
- School of Mental Health, Bengbu Medical College, Bengbu, China
| | - Hanrun Luo
- School of Mental Health, Bengbu Medical College, Bengbu, China
| | - Yiding Zhou
- School of Mental Health, Bengbu Medical College, Bengbu, China
| | - Nuo Chen
- School of Mental Health, Bengbu Medical College, Bengbu, China
| | - Qiao Lu
- School of Mental Health, Bengbu Medical College, Bengbu, China
| | - Xun Song
- School of Mental Health, Bengbu Medical College, Bengbu, China
| | - Ziyao Zhang
- School of Mental Health, Bengbu Medical College, Bengbu, China
| | - Yinnuo Fang
- School of Mental Health, Bengbu Medical College, Bengbu, China
| | - Xinyi Zhang
- School of Mental Health, Bengbu Medical College, Bengbu, China
| | - Dongliang Jiao
- School of Mental Health, Bengbu Medical College, Bengbu, China
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