Results 201 to 210 of about 114,668 (269)
From engagement to empowerment: integrating gamification and the Living Lab methodology into child-centered health innovation. [PDF]
Habibipour A.
europepmc +1 more source
ABSTRACT Background Ultrasound is a commonly used modality in healthcare. Point of care ultrasound (POCUS) is performed at the patient's bedside with many purported benefits. Aims Given its increasingly popularity, this scoping review examined the role of digital, web‐based, and online educational strategies for POCUS. Methods Adhering to Joanna Briggs
Jessica Hang +3 more
wiley +1 more source
Digital Therapies for Substance Use Disorders: Recent Advances and Engagement Strategies. [PDF]
Oesterle TS, Bormann NL.
europepmc +1 more source
Extended Reality in Rehabilitation Medicine: A Systematic Review
ABSTRACT Background and Aims This systematic review synthesizes current evidence on the application of extended reality (XR) technologies, comprising virtual reality (VR), augmented reality (AR), and mixed reality (MR), in rehabilitation medicine, assessing their effects across diverse rehabilitation domains and clinical outcomes.
Jie Hao, Yao Yao, Ka‐Chun Siu
wiley +1 more source
Impact of gamification-based nutrition education on nursing students' knowledge and performance: a before-after intervention study. [PDF]
Bavil RG +3 more
europepmc +1 more source
Ludification of work or labourisation of play? On work-play interferences [PDF]
Dippel, Anne, Fizek, Sonia
core +1 more source
ABSTRACT Background and Aims Digital health technologies such as telemedicine, mHealth, wearables, and health IT have expanded rapidly, especially during the COVID‐19 pandemic. Despite their growth, geographic disparities in access and outcomes persist.
Muhammad Hamza Khan +7 more
wiley +1 more source
Acting authentically: Using play to cultivate authentic interrelating in role performance
Summary Research is increasingly demonstrating that authenticity and human connection are fundamental and interrelated human needs. However, organizational roles often constrain authenticity and connection in workplace interactions, especially roles that are highly scripted.
Lyndon E. Garrett
wiley +1 more source
Promoting Fun or Competition? Testing Interventions on Ludic and Agonistic Work Design
ABSTRACT Research highlights the benefits of play‐at‐work, yet little is known about training employees to self‐initiate it. We tested two programs to train employees on designing work with elements of fun (ludic work design [LWD]) or competition (agonistic work design [AWD]).
Jan E. Walsken +2 more
wiley +1 more source

