Experimental

实验性
  • 文章类型: Journal Article
    背景:数字医疗服务的兴起,特别是数字医生咨询,创造了医疗保健选择的新范式。虽然患者传统上依靠数字评论或转诊来选择医疗保健提供者,数字环境往往缺乏这样的信息,导致对个人资料图片等视觉线索的依赖。先前的研究已经探讨了身体吸引力在一般服务环境中的影响,但在数字医疗保健的背景下却很少。
    目的:本研究旨在通过调查在数字咨询环境中医疗保健提供者的身体吸引力如何影响患者的偏好来填补研究空白。我们还研究了疾病严重程度和医疗保健提供者资格信息可用性的调节作用。该研究使用信号理论和性归因偏见框架来理解这些动态。
    方法:进行了三项实验研究,以检查医疗保健提供者的身体吸引力和性别对患者在数字咨询中的偏好的影响。研究1(n=282)使用2×2的受试者间因子设计,医生操纵吸引力和性别。研究2(n=158)侧重于女医生和操纵的疾病严重程度和参与者的性别。研究3(n=150)重复了研究2,但增加了有关提供者能力的信息。
    结果:这项研究发现,患者倾向于选择有吸引力的异性医生,但不太可能选择有吸引力的同性医生。此外,我们的研究表明,当疾病严重程度高时,这种影响更加突出。此外,在高疾病严重程度和低疾病严重程度两种情况下,当服务提供者的资格信息存在时,性别刻板印象的影响都会减轻.
    结论:这项研究有助于有关医疗信息系统研究的文献,并阐明了应在数字医生咨询平台上显示哪些信息。为了抵消基于刻板印象的吸引力偏见,医疗保健平台应考虑提供全面的资格信息以及个人资料图片。
    BACKGROUND: The rise of digital health services, particularly digital doctor consultations, has created a new paradigm in health care choice. While patients traditionally rely on digital reviews or referrals to select health care providers, the digital context often lacks such information, leading to reliance on visual cues such as profile pictures. Previous research has explored the impact of physical attractiveness in general service settings but is scant in the context of digital health care.
    OBJECTIVE: This study aims to fill the research gap by investigating how a health care provider\'s physical attractiveness influences patient preferences in a digital consultation setting. We also examine the moderating effects of disease severity and the availability of information on health care providers\' qualifications. The study uses signal theory and the sexual attribution bias framework to understand these dynamics.
    METHODS: Three experimental studies were conducted to examine the influence of health care providers\' physical attractiveness and gender on patient preferences in digital consultations. Study 1 (n=282) used a 2×2 between-subjects factorial design, manipulating doctor attractiveness and gender. Study 2 (n=158) focused on women doctors and manipulated disease severity and participant gender. Study 3 (n=150) replicated study 2 but added information about the providers\' abilities.
    RESULTS: This research found that patients tend to choose attractive doctors of the opposite gender but are less likely to choose attractive doctors of the same gender. In addition, our studies revealed that such an effect is more prominent when the disease severity is high. Furthermore, the influence of gender stereotypes is mitigated in both the high and low disease severity conditions when service providers\' qualification information is present.
    CONCLUSIONS: This research contributes to the literature on medical information systems research and sheds light on what information should be displayed on digital doctor consultation platforms. To counteract stereotype-based attractiveness biases, health care platforms should consider providing comprehensive qualification information alongside profile pictures.
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  • 文章类型: Journal Article
    这项工作提出了20毫升间歇式反应器的功效的实验评估,在转化塑料和油残留物为生物燃料。反应堆,为易于使用而设计,使用金属系统加热。实验探索了在不同温度和停留时间下的塑料溶解,使用蒸馏水和乙二醇的混合物作为溶剂。最初的发现表明,塑料溶解需要350°C的温度,乙二醇的摩尔分数为0.35,而250°C的摩尔分数为0.58。此外,该研究包括利用双流化床气化炉的装置的过程模拟和酯交换/热解装置的经济评估。模拟结果支持项目可行性,估计总投资成本约为1299万美元,年度运营费用约为1798万美元,预计投资回收期约为5年。
    This work presents the experimental assessment of a 20 mL batch reactor\'s efficacy in converting plastic and oil residues into biofuels. The reactor, designed for ease of use, is heated using a metallic system. The experiments explore plastic solubilization at various temperatures and residence times, employing a mixture of distilled water and ethylene glycol as the solvent. Initial findings reveal that plastic solubilization requires a temperature of 350 °C with an ethylene glycol mole fraction of 0.35, whereas 250 °C suffices with a mole fraction of 0.58. Additionally, the study includes a process simulation of a plant utilizing a double fluidized bed gasifier and an economic evaluation of the interesterification/pyrolysis plant. Simulation results support project feasibility, estimating a total investment cost of approximately $12.99 million and annual operating expenses of around $17.98 million, with a projected payback period of about 5 years.
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  • 文章类型: Journal Article
    目的:本研究的目的是开发一个测试台,它集成了不同的复杂性水平,并以这种方式实现了对中长期间隔的灵活和动态测试,以及对最大载荷的测试,直到下颌骨上不同的骨合成系统的植入失败。材料和方法:为此,对现有试验台的最新技术的分析与对临床专家的访谈相结合,以获得要求清单。基于这些要求,开发了模块化测试台的设计。在试验台的实施过程中,不断进行功能测试并进行改进。根据复杂程度,测试台既可以作为合并的变体使用,也可以作为独立的解决方案使用。为了验证测试台的这两种变体的性能和满足要求的程度,对所有复杂程度进行了初步研究。在这些初步研究中,研究了市售的骨固定和重建板的生物力学行为,并与文献数据进行了比较。结果:总的来说,对不同的复杂程度进行了14次测试。首先,执行了五次测试运行,以测试测试台合并变体中的简化负载场景。可以在微型板没有失效的情况下传递高的力。其次,使用合并的变体和简化的负载插入来检查准静态测试场景。进行了5次实验,循环次数在40,896至100,000次循环之间。在一种情况下,准静态测试导致所测试的重建板断裂,其失效模式类似于失效的临床观察。最后四次测试运行是使用测试台的独立变体进行的,该测试台通过模拟肌肉插入力来模拟复杂的负载模式。在测试运行期间,测量了关节力,并计算了两个颞下颌关节的关节力的幅度和矢量。与零样品相比,可以观察到取决于植入物系统的力传递的差异。结论:所提出的模块化测试台显示出适用于检查下颌骨的生物力学行为。其特征在于关于负载模式的复杂性的可调性,并且使得能够随后集成另外的传感器技术。后续研究是必要的,以进一步鉴定和优化测试台。
    Purpose: The aim of this study is to develop a test bench, which integrates different complexity levels and enables in that way a flexible and dynamic testing for mid and long term intervals as well as testing of maximum loads till implant failure of different osteosynthesis systems on the mandible. Material and Methods: For this purpose, an analysis of the state of the art regarding existing test benches was combined with interviews of clinical experts to acquire a list of requirements. Based on these requirements a design for a modular test bench was developed. During the implementation of the test stand, functional tests were continuously carried out and improvements made. Depending on the level of complexity, the test bench can be used either as an incorporated variant or as a standalone solution. In order to verify the performance and the degree of fulfilment of the requirements of these two variants of the test bench, preliminary studies were carried out for all levels of complexity. In these preliminary studies, commercially available osteosynthesis and reconstruction plates were investigated for their biomechanical behaviour and compared with data from the literature. Results: In total, fourteen test runs were performed for the different levels of complexity. Firstly, five test runs were executed to test the simplified load scenario in the incorporated variant of the test bench. High forces could be transmitted without failure of the miniplates. Secondly a quasi-static test scenario was examined using the incorporated variant with simplified load insertion. Five experiments with a number of cycles between 40,896 and 100,000 cycles were carried out. In one case the quasi-static testing resulted in a fracture of the tested reconstruction plate with a failure mode similar to the clinical observations of failure. The last four test runs were carried out using the standalone variant of the test bench simulating complex load patterns via the insertion of forces through imitated muscles. During the test runs joint forces were measured and the amplitude and vector of the resulting joint forces were calculated for both temporomandibular joints. Differences in the force transmission depending on the implant system in comparison to the zero sample could be observed. Conclusion: The presented modular test bench showed to be applicable for examination of the biomechanical behavior of the mandible. It is characterized by the adjustability of the complexity regarding the load patterns and enables the subsequent integration of further sensor technologies. Follow-up studies are necessary to further qualify and optimize the test bench.
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  • 文章类型: Journal Article
    双价恐惧评估(BFOE)模型表明,对负面和正面评估的恐惧是社交焦虑症的核心认知脆弱性和维持因素。这项研究的目的是通过实验评估社交焦虑中正面和负面反馈的认知和情感影响。在完成演讲任务后,向高和低社交焦虑的个体提供了错误的阳性或负面反馈(与无反馈相比),以调查对状态焦虑和重复性负面思维的影响(N=152,Mage=22.13,69%女性)。在演讲之前和错误反馈之后,但在与小组就参与者的反馈和表现进行预期讨论之前,已完成措施。高度社交焦虑的参与者比低社交焦虑的参与者报告更高的状态焦虑和重复的负面思维。没有群体互动的反馈类型,这表明,无论反馈类型(或没有反馈),高度社交焦虑的个体都会经历社交焦虑和重复的负面思维。探索性分析表明,国家对负面评价的恐惧而不是国家对正面评价的恐惧唯一地预测了这两种结果。讨论了对理论和临床实践的影响。
    The Bivalent Fear of Evaluation (BFOE) Model suggests that fears of negative and positive evaluation are core cognitive vulnerability and maintenance factors for social anxiety disorder The aim of this study was to experimentally assess cognitive and emotional effects of positive and negative feedback in social anxiety. False positive or negative feedback (vs no feedback) was provided following a speech task to high and low socially anxious individuals to investigate impacts on state anxiety and repetitive negative thinking (N = 152, Mage = 22.13, 69 % female). Measures were completed prior to the speech and after the false feedback but prior to an anticipated discussion with the group about participants\' feedback and performance. High socially anxious participants reporting higher state anxiety and repetitive negative thinking than low socially anxious participants. There were no feedback type by group interactions, indicating that high socially anxious individuals experienced heightened social anxiety and repetitive negative thinking regardless of feedback type (or the absence of feedback). Exploratory analyses revealed that state fear of negative evaluation but not state fear of positive evaluation uniquely predicted both outcomes. Implications for theory and clinical practice are discussed.
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  • 文章类型: Observational Study
    目的:研究个体如何通过触发候选和头痛发作的顺序符号配对来学习头痛触发信念。
    背景:从经验中学习可能是有关头痛诱因的主要信息来源。关于基于学习的影响对触发信念的建立知之甚少。
    方法:这个横截面,观察性研究包括N=300名头痛患者,他们参与了一项实验室计算机任务.首先,参与者评估了遇到特定触发因素会导致头痛的可能性(0%-100%).然后,与表示头痛发作的存在或不存在的图像一起呈现了30张具有常见头痛触发因素的连续图像。主要结果测量是使用所有先前试验的触发和头痛之间的累积关联强度等级(0=无关系10=完美关系)。
    结果:总共N=296名个体完成了30项试验,其中3个触发因素中的每一个,产生26,640个总试验用于分析。中位数[25,75]每个随机呈现的头痛触发因素的关联强度等级为2.2[0,3]绿色,2.7[0,5]对于螺母,和3.9[0,8]用于天气变化。“真实”累积关联强度与相应评级之间存在很强的关联。在phi标度上增加1点(即,与完美关系无关)与关联强度等级增加1.20(95%CI:0.81至1.49,p<0.0001)点相关。参与者对触发器效力的先前信念影响了他们对累积证据的感知评级,占总变异的17%。
    结论:在本实验室任务中,个体似乎通过反复暴露于积累的象征性证据来学习触发头痛的关联。先前对触发因素的信念似乎会影响对触发因素与头痛发作之间关系强度的评级。
    To examine how individuals may learn headache trigger beliefs through sequential symbolic pairings of trigger candidates and headache attacks.
    Learning from experience may be a major source of information about headache triggers. Little is known about learning-based influences on the establishment of trigger beliefs.
    This cross-sectional, observational study included N = 300 adults with headache who participated in a laboratory computer task. First, participants rated the chances (0%-100%) that encountering specific triggers would lead to experiencing a headache. Then, 30 sequential images with the presence or absence of a common headache trigger were presented alongside images representing the presence or absence of a headache attack. The primary outcome measure was the cumulative association strength rating (0 = no relationship to 10 = perfect relationship) between the trigger and headache using all previous trials.
    A total of N = 296 individuals completed 30 trials for each of three triggers, yielding 26,640 total trials for analysis. The median [25th, 75th] association strength ratings for each of the randomly presented headache triggers were 2.2 [0, 3] for the Color Green, 2.7 [0, 5] for Nuts, and 3.9 [0, 8] for Weather Changes. There was a strong association between the \"true\" cumulative association strength and corresponding ratings. A 1-point increase on the phi scale (i.e., no relationship to perfect relationship) was associated with a 1.20 (95% CI: 0.81 to 1.49, p < 0.0001) point increase in association strength rating. A participant\'s prior belief about the potency of a trigger affected their perceived rating of the accumulating evidence, accounting for 17% of the total variation.
    In this laboratory task, individuals appeared to learn trigger-headache associations through repeated exposures to accumulating symbolic evidence. Prior beliefs about the triggers appeared to influence ratings of the strength of relationships between triggers and headache attacks.
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  • 文章类型: Journal Article
    纳米胶体在其性质和未来应用方面受到了相当大的关注,特别是作为传热流体和相变材料的能量存储。此外,对离子液体和基于离子液体的纳米胶体的研究处于研究的前沿。本研究旨在阐明基于[C4mim][BF4]离子液体的纳米胶体的应用。深入了解[C4mim][BF4]离子液体的电导率,以及悬浮在这种特定离子液体中的三种类型的纳米颗粒,即Al2O3(氧化铝),ZnO(氧化锌)和MWCNT(多壁碳纳米管)。在这项实验研究中,仔细制备三种类型的悬浮液,并在环境温度和加热期间测量电导率。在现有技术的背景下讨论结果。发现电导率随温度的变化是线性的,和纳米颗粒负载显着影响悬浮液的电导率。进行了温度和纳米颗粒类型和负载方面的复杂分析。总之,电性能是相关的许多应用和进一步的实验工作需要致力于他们的研究。
    Nanocolloids are receiving considerable attention in regard to their properties and future applications, especially as heat transfer fluids and phase change materials for energy storage. Additionally, studies on ionic liquids and ionic-liquid-based nanocolloids are at the forefront of research preoccupations. This study aims to shed light on applications of nanocolloids based on [C4mim][BF4] ionic liquid, giving insight into the electrical conductivity of [C4mim][BF4] ionic liquid, as well as three types of nanoparticles suspended in this particular ionic liquid, namely Al2O3 (alumina), ZnO (zinc oxide) and MWCNT (multi-walled carbon nanotubes). In this experimental research, three types of suspensions were carefully prepared and the electrical conductivity was measured both at ambient temperature and during heating. The results are discussed in the context of the state of the art. The electrical conductivity variation with temperature was found to be linear, and nanoparticle loading significantly influenced the electrical conductivity of the suspensions. A complex analysis in terms of temperature and nanoparticle type and loading was performed. In conclusion, the electrical properties are relevant for many applications and further experimental work needs to be devoted to their study.
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  • 文章类型: Journal Article
    背景:资源丰富的国家正面临老龄化社会的挑战,依赖的风险很高,和高昂的护理费用。研究人员试图通过使用成本效益来解决这些问题,创新技术,以促进健康衰老和恢复功能。受伤后,有效的康复对于促进返回家园和防止制度化至关重要。然而,经常缺乏进行物理治疗的动力。因此,人们对测试新的方法越来越感兴趣,如游戏化的身体康复,以实现功能目标和防止再次住院。
    目的:本研究的目的是评估个人移动设备与标准护理相比在肌肉骨骼问题患者的康复治疗中的有效性。
    方法:将57名年龄在67-95岁之间的患者随机分配到每周3次使用游戏化康复设备的干预组(n=35)或接受常规标准护理的对照组(n=22)。由于辍学,仅41例患者被纳入干预后分析.结果测量包括短物理性能电池(SPPB),等距手握力(IHGS),功能独立性度量(FIM),和步数。
    结果:在住院期间发现了与主要结局(SPPB)相关的非劣效性,对照组和干预组之间的任何次要结局均未发现显着差异(IHGS,FIM,或步骤),这证明了严肃的基于游戏的干预与医院的标准身体康复一样有效的潜力。SPPB的混合效应回归分析显示组×时间交互作用(SPPB_I_t1=-0.77,95%CI-2.03至0.50,P=.23;SPPB_I_t2=0.21,95%CI-1.07至0.48,P=.75)。虽然不重要,积极的IHGS改善超过2公斤(右:2.52公斤,95%CI-0.72至5.37,P=.13;左侧:2.43kg,观察到干预组患者的95%CI-0.18至4.23,P=.07)。
    结论:严重的基于游戏的康复可能是老年患者恢复功能的有效替代方法。
    背景:ClinicalTrials.govNCT03847454;https://clinicaltrials.gov/ct2/show/NCT03847454。
    BACKGROUND: Resource-rich countries are facing the challenge of aging societies, a high risk of dependence, and a high cost of care. Researchers attempted to address these issues by using cost-efficient, innovative technology to promote healthy aging and regain functionality. After an injury, efficient rehabilitation is crucial to promote returning home and prevent institutionalization. However, there is often a lack of motivation to carry out physical therapies. Consequently, there is a growing interest in testing new approaches like gamified physical rehabilitation to achieve functional targets and prevent rehospitalization.
    OBJECTIVE: The purpose of this study is to assess the effectiveness of a personal mobility device compared with standard care in the rehabilitation treatment of patients with musculoskeletal issues.
    METHODS: A total of 57 patients aged 67-95 years were randomly assigned to the intervention group (n=35) using the gamified rehabilitation equipment 3 times a week or to the control group (n=22) receiving usual standard care. Due to dropout, only 41 patients were included in the postintervention analysis. Outcome measures included the short physical performance battery (SPPB), isometric hand grip strength (IHGS), functional independence measure (FIM), and the number of steps.
    RESULTS: A noninferiority related to the primary outcome (SPPB) was identified during the hospital stay, and no significant differences were found between the control and intervention groups for any of the secondary outcomes (IHGS, FIM, or steps), which demonstrates the potential of the serious game-based intervention to be as effective as the standard physical rehabilitation at the hospital. The analysis by mixed-effects regression on SPPB showed a group×time interaction (SPPB_I_t1=-0.77, 95% CI -2.03 to 0.50, P=.23; SPPB_I_t2=0.21, 95% CI -1.07 to 0.48, P=.75). Although not significant, a positive IHGS improvement of more than 2 kg (Right: 2.52 kg, 95% CI -0.72 to 5.37, P=.13; Left: 2.43 kg, 95% CI -0.18 to 4.23, P=.07) for the patient from the intervention group was observed.
    CONCLUSIONS: Serious game-based rehabilitation could potentially be an effective alternative for older patients to regain their functional capacities.
    BACKGROUND: ClinicalTrials.gov NCT03847454; https://clinicaltrials.gov/ct2/show/NCT03847454.
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  • 文章类型: Journal Article
    未经证实:要研究自然光的影响,编程复制从黄昏到黎明的自然光的光谱分布,使用Cohen-Mansfield躁动清单启发的痴呆症疗养院居民的躁动评分进行测量。
    未经评估:虽然不同类型的光对老年人和痴呆症患者的睡眠-觉醒模式的影响已经在多项研究中得到检验,自然光系统的影响,作为一种可能的非药物干预措施,以改善睡眠和减少躁动,由于该技术的相对新颖性,还没有得到广泛的评估。
    UNASSIGNED:该研究是一项为期6个月的前瞻性介入纵向队列研究的试点研究,从丹麦疗养院的一个部门招募了五名参与者。在干预前后的3天时间内记录了自然照明对躁动相关行为的影响。结果:记录到躁动相关行为的频率总体降低了71.2%,一些行为的频率甚至降低了100%。
    UNASSIGNED:这项初步研究估计,自然照明可能是一种有希望的非药物干预措施,可以改善患有痴呆症的疗养院居民的整体躁动。为员工改善工作环境可能带来的额外好处。这项研究,因此,在相同干预和更大队列的情况下,发现一项随机对照试验的实施迹象.
    To study the effect of naturalistic light, programmed to replicate the spectrum distribution of natural light from dusk to dawn, on agitation measured with a Cohen-Mansfield Agitation Inventory-inspired score of nursing home residents with dementia.
    Though the effects of different types of light on the sleep-wake patterns of senior adults and people with dementia have been examined in several studies, the effects of naturalistic light systems, as a possible nonpharmacological intervention to improve sleep and reduce agitation, have yet to be extensively evaluated due to the relative novelty of the technology.
    The study was designed as a 6-month pilot study of a prospective interventional longitudinal cohort study, with five participants recruited from a single department of a Danish nursing home. The effect of naturalistic lighting on agitation-associated behaviors was recorded over a 3-day period pre- and postintervention. Results: An overall 71.2% reduction in the frequency of agitation-associated behaviors was recorded, with the frequency of some behaviors even reduced by 100%.
    This pilot study estimates that naturalistic lighting may be a promising nonpharmacological intervention to improve the overall agitation of nursing home residents with dementia, with a possible added benefit of an improved work environment for the staff. This study, therefore, finds indication for the performance of a randomized controlled trial with the same intervention and a larger cohort.
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  • 文章类型: Journal Article
    这项研究旨在评估一种新颖的交互式基于游戏的视觉表现技术(IGVP)和传统的口腔健康教育(OHE)谈话对牙菌斑控制的影响。牙龈健康,12-15岁学童的口腔卫生知识和习惯。在Belagavi的一所私立小学进行了一项单盲随机对照试验,卡纳塔克邦,印度。总共100名12-15岁的儿童被随机分配到常规的OHE谈话(对照组,n=50)或IGVP技术(测试组,n=50),使用计算机生成的随机数表。一个自己设计的,从两组中收集预先验证的封闭式问卷,然后使用牙龈和菌斑指数进行临床检查,干预前和干预后,在三个月的随访。试验组干预后平均牙龈评分和菌斑评分显著降低,表明减少了58.7%和63.4%,与对照组相比,分别减少了2.8%和0.7%,分别(p<0.001)。测试组显示获得知识的百分比显着增加(22.4%),与对照组相比(7.8%)。IGVP技术被证明在降低斑块评分方面比传统的OHE谈话更有效,牙龈评分,以及在口腔卫生保养知识的提高及其应用。
    This study aimed to evaluate the effect of a novel interactive game-based visual performance technique (IGVP) and conventional oral health educational (OHE) talk on plaque control, gingival health, and oral hygiene knowledge and practices in 12−15-year-old schoolchildren. A single-blinded randomized controlled trial was undertaken in a private primary school in Belagavi, Karnataka, India. A total of 100 children aged 12−15 years were randomly assigned to either a conventional OHE talk (control group, n = 50) or the IGVP technique (test group, n = 50), using a computer-generated table of random numbers. A self-designed, pre-validated closed-ended questionnaire was collected from both groups, followed by clinical examination carried out using gingival and plaque index, pre- and post-intervention, at three months follow-up. There was a significant reduction in the mean gingival score and plaque score in the test group after intervention, indicating a 58.7% and 63.4% reduction, when compared to the control group, which had a 2.8% and 0.7% reduction, respectively (p < 0.001). The test group showed a significant increase in the percentage of knowledge gained (22.4%), compared to control group (7.8%). The IGVP technique proved to be more effective than a conventional OHE talk in the reduction of the plaque score, gingival score, and in the improvement of the knowledge of oral hygiene maintenance and its application.
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  • 文章类型: Journal Article
    UNASSIGNED:护士在灾难响应中发挥积极作用,护士在大规模灾难或大规模伤亡事件中适当应用管理原则的能力至关重要。这项研究旨在比较基于游戏的训练(GBT)和基于案例的训练(CBT)对护生关于危机和灾难管理的知识和行为流畅性的影响。
    UNASSIGNED:这是一项具有前测-后测设计的准实验研究。方便抽样用于选择在研究时已完成临床服务的三年级护理学生(n=60)。在干预组中,使用了以灾难为主题的游戏,而在对照组中,使用了CBT。应急和危机管理课程包括本研究的理论和临床培训阶段。完成理论阶段(五周)后,实习部分(四周)作为实习完成。数据是从灾难护士知识问卷中收集的,人口统计调查,五个站点的灾害和危机测量清单。
    UNASSIGNED:GBT学生在训练后获得的知识分数明显高于CBT学生(p<0.001)。CBT和GBT组在客观结构化临床检查(OSCE)1预测试评分方面没有显着差异。试验后1-OSCE2和试验后2-OSCE3评分在1周(P<0.001)和1个月(P<0.001)后显示出显著差异。两组的平均测试前和测试后1评分均具有统计学意义。GBT训练后一个月(69.03±6.09)与GBT训练后一周(69.23±6.14)的测后得分比较无统计学意义(p=0.056)。
    UNASSIGNED:使用灾难和危机游戏比使用基于案例的方法更有效地提高了护理学生关于危机管理的知识和行为流畅性。
    UNASSIGNED: Nurses play an active role in disaster response, and the ability of nurses to appropriately apply management principles during large-scale disasters or mass casualty incidents is of critical importance. This study aimed to compare the effect of game-based Training (GBT) and case-based training (CBT) on nursing students\' knowledge and behavioral fluency regarding Crisis and Disaster Management.
    UNASSIGNED: This is a quasi-experimental study with a pretest-posttest design. Convenience sampling was used to select third-year nursing students who had completed their clinical clerkship at the time of the study (n=60). In the intervention group, disaster-themed games were used, while in the control group, CBT was used. The emergency and crisis management course consisted of this study\'s theoretical and clinical training phases. After completion of the theoretical phase (five weeks), the practical part (four weeks) is completed as an internship. The data was collected from the disaster Nurses\' Knowledge Questionnaire, demographic survey, and measurement checklists for disasters and crises at five stations.
    UNASSIGNED: GBT students achieved significantly higher knowledge scores than CBT students after training (p< 0.001). CBT and GBT groups had no significant differences in Objective Structured Clinical Examination (OSCE)1 pretest scores. Posttest1-OSCE2 and posttest2-OSCE3 scores showed significant differences after one week (P < 0.001) and one month (P < 0.001). The mean pretest and posttest1 scores were statistically significant in both groups. A comparison of posttest scores between one month after GBT training (69.03 ± 6.09) and one week after it (69.23 ± 6.14) revealed no statistical significance (p = 0.056).
    UNASSIGNED: Nursing students\' knowledge and behavioral fluency regarding crisis management were more effectively improved by using the disaster and crisis game than by using a case-based method.
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