Efficacy of patching combined with action video games in amblyopic children aged 4-10 years: A randomised clinical trial. [PDF]
Asensio-Jurado L +4 more
europepmc +1 more source
Development and Initial Validation of the Response to Suicidal Ideation Inventory (RSII)
ABSTRACT Objectives Young adults (18–29 years old) often report difficulties coping during suicide crises. However, the responses that young adults employ to manage suicidal ideation (SI) are underexplored. This study developed a new measure to quantify how young adults with a history of suicidal thoughts and behaviors (STBs) respond to their SI, and ...
Si Ning Yeo, Jeremy G. Stewart
wiley +1 more source
Study protocol for a randomized controlled clinical trial of a multifaceted cognitive training program using video games in childhood cancer survivors. [PDF]
González-Pérez C +8 more
europepmc +1 more source
Abstract Background When receiving an attention deficit hyperactivity disorder (ADHD) diagnosis, children and families/carers need clear and accurate information about the condition in a suitable format. However, many of the available resources are complex or provide content that is not evidence‐based.
Sharifah Shameem Agha +6 more
wiley +1 more source
Role of Active Video Games in Blood Pressure Management Among Children and Young Adults: Systematic Review and Meta-Analysis. [PDF]
Zhu H +9 more
europepmc +1 more source
ABSTRACT Purpose As teledentistry becomes more common, it is important for students to develop skills in communicating with patients virtually. This study investigated students’ individual communication perceptions and preferences compared to in‐person sessions of participating in standardized patient (SP) exercises in a virtual medium. Methods Between
Jhanvi P. Desai +2 more
wiley +1 more source
Active Video Games Training for Older Adults: Comparative Study of User Experience, Workload, Pleasure, and Intensity. [PDF]
Béraud-Peigné N, Perrot A, Maillot P.
europepmc +1 more source
Impact of a Modular Escape Game on Undergraduate and Continuing Dental Education
ABSTRACT Purpose This study aimed to assess the educational impact and perceived relevance of a pedagogical escape game designed to reinforce key concepts related to dental biomaterials. Methods In 2023, a modular escape game comprising four mandatory stations and one bonus station was developed and integrated into two pedagogical settings: a ...
Sara Bergman +24 more
wiley +1 more source
Can We Change? Applying Vosniadou's Theory to Assessment Reform in Dental Education
ABSTRACT Background Assessment reform in medical education is challenging, often encountering resistance from institutional norms and deeply held educator beliefs. These beliefs influence the success of reform initiatives. Sustained reform requires understanding educators’ conceptual models—how they form, persist, and transform over time—so that ...
Elvina Bonnici +2 more
wiley +1 more source
Rewiring Young Minds: Investigating the Cognitive Effects of Video Games on Learning and Their Potential as Digital Therapeutics for Mental Well-Being. [PDF]
Lim ECN, Cheng NCL, Lim CED.
europepmc +1 more source

