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1.
JMIR Serious Games ; 10(3): e32095, 2022 Sep 26.
Article in English | MEDLINE | ID: covidwho-2054744

ABSTRACT

BACKGROUND: The COVID-19 pandemic outbreak has led to a sudden change in education, closing schools and shifting to online teaching, which has become an enormous challenge for teachers and students. Implementing adequate online pedagogical approaches and integrating different digital tools in the teaching process have become a priority in educational systems. Finding a way to keep students' interest and persistence in learning is an important issue that online education is facing. One possible way to establish engaging and interactive learning environments, using the energy and enthusiasm of students for educational purposes, is the use of game-based learning activities and gamification of different parts of the educational process. OBJECTIVE: This paper presents a use case of migrating an escape room-style educational game to an online environment by using the design thinking methodology. We wanted to show that the design thinking methodology is useful to create engaging and motivating online games that provide educational value. METHODS: Starting from students' perspective, we created a simple digital escape room-style game where students got an opportunity to self-assess their knowledge in computer science at their own pace. Students tested this prototype game, and their opinions about the game were collected through an online survey. The test's goal was to evaluate the students' perceptions about the implemented digital escape room-style educational game and gather information about whether it could achieve students' engagement in learning computer science during online teaching. RESULTS: In total, 117 students from sixth and seventh grades completed the survey regarding the achieved student engagement. Despite the differences in students' answers about game complexity and puzzle difficulty, most students liked the activity (mean 4.75, SD 0.67, on a scale from 1 to 5). They enjoyed the game, and they would like to participate in this kind of activity again (mean 4.74, SD 0.68). All (n=117, 100%) students found the digital escape room-style educational game interesting for playing and learning. CONCLUSIONS: The results confirmed that digital escape room-style games could be used as an educational tool to engage students in the learning process and achieve learning outcomes. Furthermore, the design thinking methodology proved to be a useful tool in the process of adding novel educational value to the digital escape room-style game.

2.
Sensors (Basel) ; 21(21)2021 Oct 21.
Article in English | MEDLINE | ID: covidwho-1512557

ABSTRACT

Medicine is heading towards personalized care based on individual situations and conditions. With smartphones and increasingly miniaturized wearable devices, the sensors available on these devices can perform long-term continuous monitoring of several user health-related parameters, making them a powerful tool for a new medicine approach for these patients. Our proposed system, described in this article, aims to develop innovative solutions based on artificial intelligence techniques to empower patients with cardiovascular disease. These solutions will realize a novel 5P (Predictive, Preventive, Participatory, Personalized, and Precision) medicine approach by providing patients with personalized plans for treatment and increasing their ability for self-monitoring. Such capabilities will be derived by learning algorithms from physiological data and behavioral information, collected using wearables and smart devices worn by patients with health conditions. Further, developing an innovative system of smart algorithms will also focus on providing monitoring techniques, predicting extreme events, generating alarms with varying health parameters, and offering opportunities to maintain active engagement of patients in the healthcare process by promoting the adoption of healthy behaviors and well-being outcomes. The multiple features of this future system will increase the quality of life for cardiovascular diseases patients and provide seamless contact with a healthcare professional.


Subject(s)
Artificial Intelligence , Wearable Electronic Devices , Delivery of Health Care , Humans , Quality of Life , Smartphone
3.
Sensors (Basel) ; 21(9)2021 Apr 26.
Article in English | MEDLINE | ID: covidwho-1202337

ABSTRACT

Pneumonia caused by COVID-19 is a severe health risk that sometimes leads to fatal outcomes. Due to constraints in medical care systems, technological solutions should be applied to diagnose, monitor, and alert about the disease's progress for patients receiving care at home. Some sleep disturbances, such as obstructive sleep apnea syndrome, can increase the risk for COVID-19 patients. This paper proposes an approach to evaluating patients' sleep quality with the aim of detecting sleep disturbances caused by pneumonia and other COVID-19-related pathologies. We describe a non-invasive sensor network that is used for sleep monitoring and evaluate the feasibility of an approach for training a machine learning model to detect possible COVID-19-related sleep disturbances. We also discuss a cloud-based approach for the implementation of the proposed system for processing the data streams. Based on the preliminary results, we conclude that sleep disturbances are detectable with affordable and non-invasive sensors.


Subject(s)
COVID-19 , Sleep Apnea, Obstructive , Sleep Wake Disorders , Humans , SARS-CoV-2 , Sleep , Sleep Wake Disorders/diagnosis
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