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Asadzadeh A, Shahrokhi H, Shalchi B, Khamnian Z, Rezaei-Hachesu P. Serious educational games for children: A comprehensive framework. Heliyon 2024; 10:e28108. [PMID: 38533047 PMCID: PMC10963373 DOI: 10.1016/j.heliyon.2024.e28108] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [What about the content of this article? (0)] [Affiliation(s)] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 02/18/2023] [Revised: 01/15/2024] [Accepted: 03/12/2024] [Indexed: 03/28/2024] Open
Abstract
Introduction Serious educational games are digital games designed to support teaching or learning objectives that have become popular among children. However, a set of principles is needed to develop a successful educational game. Therefore, this study aimed to provide a comprehensive and valid framework for designing children's serious educational games. Methods The conceptual framework is developed in two phases. First, a scoping review was conducted in PubMed, Ovid (APA PsycInfo), EMBASE, Scopus, Web of Science, ProQuest, and gray literature on August 1, 2022. Papers in English that reported the serious educational games' principles for children were included. Second, the extracted data from the previous step was reviewed and discussed by the research team to develop the initial framework. Then, it was distributed to 20 experts with relevant knowledge and experience in two rounds to validate and apply their comments within the framework. Results Of the 12916 papers identified, 15 were included in this study. In the proposed framework named CoDHP, the results were classified into four topics, including (a) content aspects, (b) design requirements, (c) highlighted attributes, and (d) children's preferences. Content aspects comprise four classes (goals and limits, child learning content, learning context, and a long-term program) with 16 principles. Design requirements contain 11 classes (stories and storylines, player characters, game mechanics, interactivity, game challenge, game rules, game help, entertaining games, user interface, accessibility, and setting) with 47 principles, of which 15 are highlighted. Regarding children's preferences for the game elements, various similarities and differences were extracted. For instance, both girls and boys prefer fun and popular games. Based on experts' comments, 21 supplementary principles were recommended to complete the content and design requirements. Conclusion Game designers or researchers can use the proposed framework as a formative guide to design successful serious games or evaluate children's digital games.
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Affiliation(s)
- Afsoon Asadzadeh
- Department of Health Information Technology, School of Management and Medical Informatics, Tabriz University of Medical Sciences, Tabriz, Iran
- Working Group of Psychiatry and Psychology Culture-based Knowledge Development, Tabriz University of Medical Sciences, Tabriz, Iran
| | - Hassan Shahrokhi
- Road Traffic Injury Research Center, Tabriz University of Medical Sciences, Tabriz, Iran
- Department of Psychiatry, Tabriz University of Medical Sciences, Tabriz, Iran
| | - Behzad Shalchi
- Department of Psychiatry, Tabriz University of Medical Sciences, Tabriz, Iran
| | - Zhila Khamnian
- Department of Community Medicine, Tabriz University of Medical Sciences, Tabriz, Iran
| | - Peyman Rezaei-Hachesu
- Department of Health Information Technology, School of Management and Medical Informatics, Tabriz University of Medical Sciences, Tabriz, Iran
- Emergency and Trauma Care Research Center, Tabriz University of Medical Sciences, Tabriz, Iran
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Asadzadeh A, Salahzadeh Z, Samad-Soltani T, Rezaei-Hachesu P. An affordable and immersive virtual reality-based exercise therapy in forward head posture. PLoS One 2024; 19:e0297863. [PMID: 38446782 PMCID: PMC10917330 DOI: 10.1371/journal.pone.0297863] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [What about the content of this article? (0)] [Affiliation(s)] [Abstract] [MESH Headings] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 09/28/2023] [Accepted: 01/07/2024] [Indexed: 03/08/2024] Open
Abstract
Forward Head Posture (FHP) is one of the most commonly occurring musculoskeletal abnormalities. Despite exercise therapy being an effective approach for FHP treatment, it can be long, monotonous, and tedious. Virtual reality (VR) can be used as an innovative solution to address these challenges. We designed an affordable and immersive VR-based exercise therapy (VRET) system for FHP correction. The VRET contents (i.e., exercises and VR scenarios) were determined by physiotherapists and game designers at the focus group meetings. Hardware requirements include a VR box, smartphone, and sensors (i.e., a smartphone accelerometer and an affordable Inertial Measurement Unit (IMU)) to measure head motions and transfer them via Wi-Fi to the VRET system. The IMU was designed using the MPU6050, Arduino Nano, and ESP8266-01S. Gwet's AC1, Game Experience Questionnaires (GEQ), and System Usability Scale (SUS) were used to measure intra-rater reliability, user experience, and system usability, respectively. The determined exercises, including Capital Flexion-Extension and Chin Tuck, were designed in the form of a shooting game. A physiotherapist and twenty-one FHP individuals took part in evaluating the system. High precision was obtained for the designed IMU (i.e., pitch and roll < 0.1° and yaw < 1.3 °). Gwet's AC1 and SUS results showed very good intra-rater reliability (coefficient = 0.892) and excellent usability (score = 87.14), respectively. According to the mean scores of the GEQ, participants were confident about competence, immersion, flow, and positive affect components. The development of low-cost VRET systems for FHP correction is a step towards facilitating rehabilitation challenges by providing positive experiences for users as well as helping them perform therapeutic exercises correctly.
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Affiliation(s)
- Afsoon Asadzadeh
- Department of Health Information Technology, School of Management and Medical Informatics, Tabriz University of Medical Sciences, Tabriz, Iran
| | - Zahra Salahzadeh
- Department of Physical Therapy, Faculty of Rehabilitation Sciences, Tabriz University of Medical Sciences, Tabriz, Iran
| | - Taha Samad-Soltani
- Department of Health Information Technology, School of Management and Medical Informatics, Tabriz University of Medical Sciences, Tabriz, Iran
| | - Peyman Rezaei-Hachesu
- Department of Health Information Technology, School of Management and Medical Informatics, Tabriz University of Medical Sciences, Tabriz, Iran
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Bejani M, Taghizadieh A, Samad‐Soltani T, Asadzadeh A, Rezaei‐Hachesu P. The effects of virtual reality-based bronchoscopy simulator on learning outcomes of medical trainees: A systematic review. Health Sci Rep 2023; 6:e1398. [PMID: 37415680 PMCID: PMC10320745 DOI: 10.1002/hsr2.1398] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [What about the content of this article? (0)] [Affiliation(s)] [Abstract] [Key Words] [Grants] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 12/14/2022] [Revised: 06/19/2023] [Accepted: 06/21/2023] [Indexed: 07/08/2023] Open
Abstract
Background and Aims Conventional medical training routes of bronchoscopy may decrease patients' comfort and increase procedure-related morbidity. Virtual reality (VR)-based bronchoscopy is a beneficial and safe solution for teaching trainees. The aim of this systematic review was to study the effectiveness of VR-based bronchoscopy simulators on the learning outcomes of medical trainees. Methods Well-known sources (i.e., Scopus, ISI Web of Science, and Medline via PubMed) were systematically searched using Preferred Reporting Items for Systematic Reviews and Meta-Analyses guidelines on December, 2021. Peer-reviewed English papers that used VR-based simulation for bronchoscopy training were included. The articles that were studying other technologies, or those that were unrelated to the topic, were excluded. The risk of bias was assessed using the Joanna Briggs Institute checklists for quasi-experimental studies and randomized controlled trials (RCTs). Results Out of 343 studies, 8 of them met our inclusion criteria. An appropriate control group and statistical analysis were the most common and unavoidable sources of bias in included non-RCTs, and lack of blinding in participants was the most common source of bias in RCTs. The included studies evaluated learning outcomes regarding dexterity (N = 5), speed (N = 3), the accuracy of procedures (N = 1), and the need for verbal assistance (N = 1). Based on the results, 100% (5/5) and 66% (2/3) of studies showed that the use of VR-based simulation on the learning outcomes of medical trainees led to improvement in manual ability (i.e., dexterity) and swiftness of execution (i.e., speed in performance), respectively. Additionally, improving the accuracy of subjects' performance, and reducing the need for verbal guidance and physical assistance was reported in studies that evaluated these variables. Conclusion VR bronchoscopy simulator as a training method for teaching medical trainees, especially for novices has the potential to improve medical trainees' performance and reduce complications. Further studies are needed to evaluate the positive effects of VR-based simulation on the learning outcomes of medical trainees.
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Affiliation(s)
- Mahmud Bejani
- Department of Health Information Technology, School of Management and Medical InformaticsTabriz University of Medical SciencesTabrizIran
| | - Ali Taghizadieh
- Department of Emergency Medicine, Tuberculosis and Lung Research Center, Faculty of MedicineTabriz University of Medical SciencesTabrizIran
| | - Taha Samad‐Soltani
- Department of Health Information Technology, School of Management and Medical InformaticsTabriz University of Medical SciencesTabrizIran
| | - Afsoon Asadzadeh
- Department of Health Information Technology, School of Management and Medical InformaticsTabriz University of Medical SciencesTabrizIran
| | - Peyman Rezaei‐Hachesu
- Department of Health Information Technology, School of Management and Medical InformaticsTabriz University of Medical SciencesTabrizIran
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Asadzadeh A, Mohammadzadeh Z, Fathifar Z, Jahangiri-Mirshekarlou S, Rezaei-Hachesu P. A framework for information technology-based management against COVID-19 in Iran. BMC Public Health 2022; 22:402. [PMID: 35219292 PMCID: PMC8881940 DOI: 10.1186/s12889-022-12781-1] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [What about the content of this article? (0)] [Abstract] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 08/03/2021] [Accepted: 02/16/2022] [Indexed: 11/20/2022] Open
Abstract
Background The COVID-19 pandemic has become a global concern. Iran is one of the countries affected most by the SARS-CoV-2 outbreak. As a result, the use of information technology (IT) has a variety of applications for pandemic management. The purpose of this study was to develop a conceptual framework for responding to the COVID-19 pandemic via IT management, based on extensive literature review and expert knowledge. Methods The conceptual framework is developed in three stages: (1) a literature review to gather practical experience with IT applications for managing the COVID-19 pandemic, (2) a study of Iranian documents and papers that present Iran’s practical experience with COVID-19, and (3) developing a conceptual framework based on the previous steps and validating it through a Delphi approach in two rounds, and by 13 experts. Results The proposed conceptual framework demonstrates that during pandemics, 22 different types of technologies were used for various purposes, including virtual education, early warning, rapid screening and diagnosis of infected individuals, and data management. These objectives were classified into six categories, with the following applications highlighted: (1) Prevention (M-health, Internet search queries, telehealth, robotics, Internet of things (IoT), Artificial Intelligence (AI), big data, Virtual Reality (VR), social media); (2) Diagnosis (M-health, drones, telehealth, IoT, Robotics, AI, Decision Support System (DSS), Electronic Health Record (EHR)); (3) Treatment (Telehealth, M-health, AI, Robotic, VR, IoT); (4) Follow-up (Telehealth, M-health, VR), (5) Management & planning (Geographic information system, M-health, IoT, blockchain), and (6) Protection (IoT, AI, Robotic and automatic vehicles, Augmented Reality (AR)). In Iran, the use of IT for prevention has been emphasized through M-health, internet search queries, social media, video conferencing, management and planning objectives using databases, health information systems, dashboards, surveillance systems, and vaccine coverage. Conclusions IT capabilities were critical during the COVID-19 outbreak. Practical experience demonstrates that various aspects of information technologies were overlooked. To combat this pandemic, the government and decision-makers of this country should consider strategic planning that incorporates successful experiences against COVID-19 and the most advanced IT capabilities.
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Asadzadeh A, Samad-Soltani T, Rezaei-Hachesu P. Applications of virtual and augmented reality in infectious disease epidemics with a focus on the COVID-19 outbreak. Inform Med Unlocked 2021; 24:100579. [PMID: 33937503 PMCID: PMC8076725 DOI: 10.1016/j.imu.2021.100579] [Citation(s) in RCA: 6] [Impact Index Per Article: 2.0] [Reference Citation Analysis] [What about the content of this article? (0)] [Affiliation(s)] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 01/11/2021] [Revised: 04/13/2021] [Accepted: 04/13/2021] [Indexed: 01/14/2023] Open
Abstract
The pandemics of major infectious diseases often cause public health, economic, and social problems. Virtual reality (VR) and augmented reality (AR), as two novel technologies, have been used in many fields for emergency management of disasters. The objective of this paper was to review VR and AR applications in the emergency management of infectious outbreaks with an emphasis on the COVID-19 outbreak. A search was conducted in MEDLINE (PubMed), Embase, IEEE, Cochrane Library, Google Scholar, and related websites for papers published up to May 2, 2020. The VR technology has been used for preventing or responding to infections by simulating human behaviors, infection transmission, and pathogen structure as a means for improving skills management and safety protection. Telehealth, telecommunication, and drug discovery have been among the other applications of VR during this pandemic. Moreover, AR has also been used in various industries, including healthcare, marketing, universities, and schools. Providing high-resolution audio and video communication, facilitating remote collaboration, and allowing the visualization of invisible concepts are some of the advantages of using this technology. However, VR has been used more frequently than AR in the emergency management of previous infectious diseases with a greater focus on education and training. The potential applications of these technologies for COVID-19 can be categorized into four groups, i.e., 1) entertainment, 2) clinical context, 3) business and industry, and 4) education and training. The results of this study indicate that VR and AR have the potential to be used for emergency management of infectious diseases. Further research into employing these technologies will have a substantial impact on mitigating the destructive effects of infectious diseases. Making use of all the potential applications of these technologies should be considered for the emergency management of the current pandemic and mitigating its negative impacts.
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Affiliation(s)
- Afsoon Asadzadeh
- Student Research Committee, Tabriz University of Medical Sciences, Tabriz, Iran.,Department of Health Information Technology, School of Management and Medical Informatics, Tabriz University of Medical Sciences, Tabriz, Iran
| | - Taha Samad-Soltani
- Department of Health Information Technology, School of Management and Medical Informatics, Tabriz University of Medical Sciences, Tabriz, Iran
| | - Peyman Rezaei-Hachesu
- Department of Health Information Technology, School of Management and Medical Informatics, Tabriz University of Medical Sciences, Tabriz, Iran
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Asadzadeh A, Kalankesh LR. A scope of mobile health solutions in COVID-19 pandemics. Inform Med Unlocked 2021; 23:100558. [PMID: 33842688 PMCID: PMC8019236 DOI: 10.1016/j.imu.2021.100558] [Citation(s) in RCA: 27] [Impact Index Per Article: 9.0] [Reference Citation Analysis] [What about the content of this article? (0)] [Affiliation(s)] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 11/21/2020] [Revised: 03/24/2021] [Accepted: 03/24/2021] [Indexed: 01/12/2023] Open
Abstract
Background and aim COVID-19 has become an international emergency. The use of digital solutions can be effective in managing, preventing, and overcoming the further spread of infectious disease outbreaks. Accordingly, the use of mobile-health (m-health) technologies has the potential to promote public health. This review aimed to study the application of m-health solutions for the management of the COVID-19 outbreak. Methods The search strategy was done in Medline (PubMed), Embase, IEEE, and Google Scholar by using related keywords to m-health and COVID-19 on July 6, 2020. English papers that used m-health technologies for the COVID-19 outbreak were included. Results Of the 2046 papers identified, 16 were included in this study. M-health had been used for various aims such as early detection, fast screening, patient monitoring, information sharing, education, and treatment in response to the COVID-19 outbreak. M-health solutions were classified into four use case categories: prevention, diagnosis, treatment, and protection. The mobile phone-based app and short text massaging were the most frequently used modalities, followed by wearables, portable screening devices, mobile-telehealth, and continuous telemetry monitor during the pandemics. Conclusion It appears that m-health technologies played a positive role during the COVID-19 outbreak. Given the extensive capabilities of m-health solutions, investigation and use of all potential applications of m-health should be considered for combating the current Epidemics and mitigating its negative impacts.
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Affiliation(s)
- Afsoon Asadzadeh
- Student Research Committee, Tabriz University of Medical Sciences, Tabriz, Iran.,Department of Health Information Technology, School of Management and Medical Informatics, Tabriz University of Medical Sciences, Tabriz, Iran
| | - Leila R Kalankesh
- Department of Health Information Technology, School of Management and Medical Informatics, Tabriz University of Medical Sciences, Tabriz, Iran.,Health Services Management Research Center, Tabriz University of Medical Sciences, Tabriz, Iran
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Asadzadeh A, Samad-Soltani T, Salahzadeh Z, Rezaei-Hachesu P. Effectiveness of virtual reality-based exercise therapy in rehabilitation: A scoping review. Informatics in Medicine Unlocked 2021. [DOI: 10.1016/j.imu.2021.100562] [Citation(s) in RCA: 4] [Impact Index Per Article: 1.3] [Reference Citation Analysis] [What about the content of this article? (0)] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 12/14/2022] Open
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Asadzadeh A, Pakkhoo S, Saeidabad MM, Khezri H, Ferdousi R. Information technology in emergency management of COVID-19 outbreak. Inform Med Unlocked 2020; 21:100475. [PMID: 33204821 PMCID: PMC7661942 DOI: 10.1016/j.imu.2020.100475] [Citation(s) in RCA: 22] [Impact Index Per Article: 5.5] [Reference Citation Analysis] [What about the content of this article? (0)] [Affiliation(s)] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 08/24/2020] [Revised: 11/05/2020] [Accepted: 11/06/2020] [Indexed: 12/20/2022] Open
Abstract
Emergency management of the emerging infectious disease outbreak is critical for public health threats. Currently, control of the COVID-19 outbreak is an international concern and has become a crucial challenge in many countries. This article reviews significant information technologyIT) applications in emergency management of COVID-19 by considering the prevention/mitigation, preparedness, response, and recovery phases of the crisis. This review was conducted using MEDLINE PubMed), Embase, IEEE, and Google Scholar. Expert opinions were collected to show existence gaps, useful technologies for each phase of emergency management, and future direction. Results indicated that various IT-based systems such as surveillance systems, artificial intelligence, computational methods, Internet of things, remote sensing sensor, online service, and GIS geographic information system) could have different outbreak management applications, especially in response phases. Information technology was applied in several aspects, such as increasing the accuracy of diagnosis, early detection, ensuring healthcare providers' safety, decreasing workload, saving time and cost, and drug discovery. We categorized these applications into four core topics, including diagnosis and prediction, treatment, protection, and management goals, which were confirmed by five experts. Without applying IT, the control and management of the crisis could be difficult on a large scale. For reducing and improving the hazard effect of disaster situations, the role of IT is inevitable. In addition to the response phase, communities should be considered to use IT capabilities in prevention, preparedness, and recovery phases. It is expected that IT will have an influential role in the recovery phase of COVID-19. Providing IT infrastructure and financial support by the governments should be more considered in facilitating IT capabilities.
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Affiliation(s)
- Afsoon Asadzadeh
- Department of Health Information Technology, School of Management and Medical Informatics, Tabriz University of Medical Sciences, Tabriz, Iran
| | - Saba Pakkhoo
- Department of Health Information Technology, School of Management and Medical Informatics, Tabriz University of Medical Sciences, Tabriz, Iran
| | - Mahsa Mirzaei Saeidabad
- Department of Health Information Technology, School of Management and Medical Informatics, Tabriz University of Medical Sciences, Tabriz, Iran
| | - Hero Khezri
- Department of Health Information Technology, School of Management and Medical Informatics, Tabriz University of Medical Sciences, Tabriz, Iran
| | - Reza Ferdousi
- Department of Health Information Technology, School of Management and Medical Informatics, Tabriz University of Medical Sciences, Tabriz, Iran
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