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  • 文章类型: Journal Article
    背景:体验式教育,特别是通过基于游戏的方法,已获得认可,有效应对面临的无数挑战的期待父母。
    目的:巩固和综合有关准父母基于游戏的围产期教育经验的现有证据。
    方法:混合研究综述。
    方法:从成立到2024年3月,共搜索了六个电子数据库:PubMed,Embase,CINAHL,WebofScience,Scopus,ProQuest论文和论文全球。
    方法:本综述遵循了系统评价和荟萃分析(PRISMA)指南的首选报告项目,并遵循Pluye和Hong/(2014)混合研究综述框架。采用混合方法评价工具对纳入研究进行质量评价。采用融合的定性综合设计进行混合研究审查,以分析所有发现并进行主题分析。
    结果:从8项纳入的研究中产生了3个主题和10个子主题。主要主题是:(1)探索提供围产期教育的新领域,(2)通过游戏赋权:揭示关键见解和(3)见解和建议。
    结论:研究结果表明,基于游戏的教育有望成为一种有价值的工具,可以以一种引人入胜和身临其境的方式为准父母提供必要的知识和技能,以应对充满挑战的围产期。
    研究结果表明,基于游戏的教育有望成为一种有价值的工具,可以为准父母提供必要的知识和技能,以应对充满挑战的围产期。护士应考虑纳入或开发基于游戏的课程,以补充当前的教育课程,以鼓励父母参与并加强围产期教育的学习。
    本研究遵循PRISMA报告指南。
    没有患者或公共捐款。
    将方案提交给PROSPERO(CRD42023447527)。
    BACKGROUND: Experiential education, particularly through game-based approaches, has gained recognition for effectively addressing the myriad challenges faced by expectant parents.
    OBJECTIVE: To consolidate and synthesize the available evidence regarding expectant parents\' experiences of game-based perinatal education.
    METHODS: A mixed studies review.
    METHODS: Six electronic databases were searched from their inception until March 2024: PubMed, Embase, CINAHL, Web of Science, Scopus, ProQuest Dissertations and Theses Global.
    METHODS: This review observed the Preferred Reporting Items for Systematic Reviews and Meta-Analyses (PRISMA) guidelines and was guided by Pluye and Hong\'s (2014) framework for mixed studies review. Quality appraisal of included studies was conducted using the Mixed Methods Appraisal Tool. A convergent qualitative synthesis design for mixed studies review was adopted to analyse all findings and thematic analysis was conducted.
    RESULTS: Three themes and 10 subthemes were generated from the eight included studies. The main themes were: (1) Exploring novel frontiers to deliver perinatal education, (2) Empowerment through play: Unveiling key insights and (3) Insights and recommendations.
    CONCLUSIONS: The findings suggest that game-based education holds promise as a valuable tool for equipping expectant parents with the necessary knowledge and skills in an engaging and immersive manner to navigate the challenging perinatal period.
    UNASSIGNED: The findings suggest that game-based education holds promise as a valuable tool for equipping expectant parents with the necessary knowledge and skills to navigate the challenging perinatal period. Nurses should consider incorporating or developing a game-based curriculum to supplement current educational classes to encourage parental participation and enhance learning for perinatal education.
    UNASSIGNED: This study adhered to the PRISMA reporting guidelines.
    UNASSIGNED: No Patient or Public Contribution.
    UNASSIGNED: A protocol was submitted to PROSPERO (CRD42023447527).
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  • 文章类型: Journal Article
    游戏空间是儿科医疗保健环境的重要组成部分。它们为孩子们提供了体验社交的重要机会,情感,以及在医疗机构中预约或住院时玩耍的发展益处。这些空间可以帮助减轻压力,在陌生的环境中提供一种常态感,并促进儿童及其家庭的社会参与。考虑到儿科医疗保健环境中游戏空间的好处,重要的是要了解如何设计这些空间,以提高儿童的包容性和护理质量。本次范围审查的目的是探索当前对儿科游戏空间设计的理解。使用与儿童相关的搜索词,卫生保健,和游戏空间,在30年的时间里搜索了6个跨学科数据库.搜索发现了2,533条记录,其中包括18条供审查。研究结果表明,尽管有据可查,游戏空间提供了宝贵的社会和情感利益,人们对可以而且应该纳入的具体设计功能知之甚少,以增加游戏机会,并确保它们惠及所有儿童和家庭。Further,文献主要考虑指定游戏或娱乐室的游戏空间。鼓励学者考虑如何将游戏机会纳入这些房间边界以外的儿科医疗保健环境的设计中。未来的研究还应考虑游戏空间用户的多样性,包括不同年龄和能力的孩子,为儿童及其家庭创造更多可访问和包容性的儿科游戏空间。提高游戏空间设计的知识可以帮助优化这些重要空间的质量,并确保他们的设计有意义地提高儿童的游戏体验和护理质量。
    Play spaces are important components of paediatric healthcare environments. They provide children with critical opportunities to experience the social, emotional, and developmental benefits of play while in healthcare settings for appointments or hospitalizations. These spaces can help to mitigate stress, provide a sense of normalcy in unfamiliar environments, and facilitate social engagement for children and their families. Given the benefits of play spaces in paediatric healthcare settings, it is important to understand how these spaces can be designed to enhance children\'s inclusion and quality of care. The aim of this scoping review was to explore the current understanding of paediatric play space design. Using search terms related to children, health care, and play space, six interdisciplinary databases were searched over a 30-year period. The search found 2,533 records from which eighteen were included for review. Findings suggest that although it is well-documented that play spaces offer valuable social and emotional benefits, little is known about the specific design features that can and should be incorporated to enhance play opportunities and ensure that they benefit all children and families. Further, the literature mostly considers play spaces in the context of designated play or recreational rooms. Scholars are encouraged to consider how play opportunities can be incorporated into the designs of paediatric healthcare environments beyond the boundaries of these rooms. Future studies should also consider the diversity of play space users, including children of varying ages and abilities, to create more accessible and inclusive paediatric play spaces for children and their families. Advancing knowledge on play space design can help to optimize the quality of these important spaces and to ensure their designs meaningfully enhance children\'s play experiences and quality of care.
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  • 文章类型: Journal Article
    由于游戏的偶发性和自发性,尚不具备衡量积极游戏的有效评估工具,以及在不同年龄组之间如何理解和衡量积极游戏的潜在差异,文化,和上下文。本次审查的目的是根据从参与全球矩阵(GM)倡议的68个国家收集的数据,确定在衡量积极作用方面的范围和差距。由积极健康儿童全球联盟(AHKGA)领导。通用汽车是全球一级的,儿童和青少年身体活动相关行为的两年期评估系统,包括活动播放指示器,以及使用字母等级的影响来源(范围在“A”和“F”之间)。根据确定的范围和差距,这项研究为未来研究提供了建议,该研究致力于测量/监测活跃游戏.在以前的GM(2014-22)涉及的68个国家中,由于ActivePlay指标的数据不足,55%的成绩仍未分配。大量未分配的年级,结合缺乏有效的测量工具,强调需要一个标准化的衡量工具,以改进儿童和青年积极玩耍的全球数据生成。我们的发现强调了在衡量主动游戏方面应对挑战的必要性。这篇评论提供了未来的考虑因素,针对通用汽车倡议的研究建议,和两组特定年龄和位置(室内和室外设置)问卷项目以及其使用指南。一起,这些要素为指导未来积极发挥的研究和评估工作提供了路线图。
    A valid assessment tool that measures active play is not yet available due to the sporadic and spontaneous nature of play, as well as the potential differences in how active play is understood and measured across different age groups, cultures, and contexts. The purpose of this review was to identify the scope and gaps in the measurement of active play based on data gathered from 68 countries that participated in the Global Matrix (GM) initiative, led by the Active Healthy Kids Global Alliance (AHKGA). GM is the global-level, biennial evaluation system of physical activity related behaviors among children and youth, including the Active Play indicator, and the sources of influence using letter grades (ranging between \"A\" and \"F\"). Based on the identified scope and gaps, this study offers recommendations for future research dedicated to the measurement/surveillance of active play. Out of the 68 countries involved in the previous GM (2014-22), 55% of the grades remained unassigned due to insufficient data on the Active Play indicator. The high number of unassigned grades, combined with the absence of valid measurement tool, highlight a need for a standardized measurement tool for improved global data generation of active play among children and youth. Our findings emphasize the need to address challenges in measuring active play. This review offers future considerations, research recommendations specific to the GM initiative, and two sets of age- and location-specific (indoor and outdoor settings) questionnaire items along with guidelines for its use. Together, these elements provide a roadmap for guiding future research and evaluation efforts on active play.
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  • 文章类型: Journal Article
    游戏对所有年龄段的人都有良好的身心益处。城市空间,比如公园,提供重要的公共竞技场。但是计划者或计划奖学金在多大程度上专注于促进游戏?我们对19种学术计划期刊上的3,800篇文章进行了系统的文献综述,返回了126篇与游戏有关的文章。我们发现,游戏文学的规划是一种新兴的话语,绝大多数集中在以英语为主的国家的儿童和城市空间的物理设计上。该研究确定了游戏文献规划中的差距,并概述了未来研究的建议。
    Play has well-established physical and mental benefits for people of all ages. Urban spaces, such as parks, provide important public arenas in which to play. But to what extent do planners or planning scholarship focus on facilitating play? Our systematic literature review of 3,800 articles in nineteen academic planning journals returned 126 articles related to play. We found that the planning for play literature is an emerging discourse overwhelmingly focused on children and the physical design of urban spaces in predominantly English-speaking nations. The study identifies gaps in the planning for play literature and outlines recommendations for future research.
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  • 文章类型: Journal Article
    这篇小型评论讨论了非人类动物中各种形式的幽默和类似幽默行为的现有证据,结合个体发育和系统发育的观点。第一部分描述幽默的行为,从最简单到最复杂的形式(从笑,挠痒痒,开玩笑,并追逐ToM幽默)。在第二部分,我们提出了SPeCies(社会,生理学,和认知)视角,基于社会动机构建各种类型的幽默,生理状态,和认知技能。最后,在第三节中,我们讨论了进一步发展的未来方向。
    This mini-review discusses the existing evidence on various forms of humour and humour-like behaviour in non-human animals, combining ontogenetic and phylogenetic perspectives. The first section describes humour-like behaviours, from the simplest to the most complex form (from laughing, tickling, joking, and chasing to ToM humour). In the second section, we propose the SPeCies (Social, Physiological, and Cognitive) Perspective, which frames the various types of humour based on Social motivation, Physiological state, and Cognitive skills. Finally, in the third section, we discuss future directions for further development.
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  • 文章类型: Journal Article
    UNASSIGNED: Play can help paediatric patients cope with hospitalisation. Education on the use of play for healthcare professionals (HCPs) is lacking, with playful interactions often occurring unsystematically without formal training. This scoping review systematically describe the frameworks, design, and evaluation methods of educational programmes for HCPs on the use of play in paediatric clinical practice.
    UNASSIGNED: We conducted the scoping review by searching nine databases for white literature and websites for grey literature. Two reviewers independently screened titles/abstracts and reviewed full texts. Kirkpatrick\'s evaluation model was applied to report the evaluation methods of educational programmes.
    UNASSIGNED: After identifying 16534 white and 955 grey items we included twenty articles but no grey literature. The educational programmes vaguely defined play for procedural and normalising purposes and mostly targeted mono-professional groups, mainly nurses. The evaluation methods identified in the articles were reported in accordance with Kirkpatrick levels 1: reaction (n = 13); 2a: attitude (n = 7); 2b: knowledge (n = 3); 3: behaviour (n = 6); 4a: organisational practice (n = 1) and 4b: patient outcomes (n = 4).
    UNASSIGNED: The few educational programmes available on the use of play for HCPs are not uniformly described. Future educational programmes would benefit from integrating the needs of HCPs, patients and parents, and using a theoretical framework and systematic evaluation.
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  • 文章类型: Journal Article
    儿童以不同的方式玩不同的玩具,这可能与不同的发育结果有关。虽然现有的工作已经调查了不同类别的玩具,在特定的玩具类别中也可能存在差异。因此,了解特定玩具如何促进游戏行为及其相关的发展成果对教师具有重要意义,父母,看护者,和研究人员。为了更好地了解孩子们如何玩玩具火车,儿童群体是否对玩具火车有特别的偏好,以及玩玩具火车有什么相关的好处(如果有的话),回顾了截至2022年12月在心理学和教育数据库中发表的36项研究。关于结构化的重要性,现实的,玩具火车的熟悉性质对于促进假装游戏以及社交游戏期间的社交合作行为很重要。尽管与玩具火车的性别定型偏好有关的发现参差不齐,并且在调查游戏风格的研究中没有发现性别差异,发现神经发散的儿童偏爱玩具火车。鉴于某些游戏风格,这些发现很重要,特别假装玩耍,与儿童执行功能的益处有关,语言,创造力,社会理解。
    Children play with different toys in different ways which may be associated with different developmental outcomes. While existing work has investigated different categories of toys, differences may also be present within specific toy categories. Therefore, understanding how specific toys promote play behaviours and their associated developmental outcomes has important implications for teachers, parents, caregivers, and researchers. To better understand how children play with toy trains, whether groups of children show a particular preference for toy trains and what (if any) associated benefits there are for playing with toy trains, 36 studies published in psychology and educational databases up to December 2022 were reviewed. A key finding emerged regarding the importance of the structured, realistic, and familiar nature of toy trains being important for facilitating pretend play as well as social collaboration behaviours during social play. Whilst findings in relation to gender-stereotyped preferences for playing with toy trains were mixed and no gender differences were found in research investigating play styles, neurodivergent children were found to have a preference for toy trains. These findings are important given that certain play styles, pretend play in particular, have been associated with benefits in children\'s executive function, language, creativity, and social understanding.
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  • 文章类型: Journal Article
    本文旨在回顾以前测量正畸托槽槽尺寸和几何形状的研究。在不同的数据库中搜索,包括PubMedCentral,科学直接,Wiley在线图书馆,Cochrane图书馆,教科书,谷歌学者,和研究门,除了手动搜索,截至2023年3月,对正畸托槽槽尺寸的评估方法进行了研究。消除了不相关和重复的研究,为这篇叙述性综述留下35项研究。研究结果表明,在大多数研究中,槽的尺寸过大,壁发散。制造商在制造支架时必须遵守标准,并遵守实际尺寸和公差值。
    The current article aims to review the previous studies that measure the orthodontic bracket slot dimensions and geometry. Searches in different databases, including PubMed Central, Science Direct, Wiley Online Library, the Cochrane Library, Textbooks, Google Scholar, and Research Gate, in addition to a manual search, were performed about the methods of assessing orthodontic bracket slot dimension up to March 2023. The irrelevant and duplicate studies were eliminated, leaving 35 studies for this narrative review. The findings indicate that the slots are oversized with diverging walls in most studies. Manufacturers must respect the standards during manufacturing brackets and adhere to the actual dimensions and tolerance values.
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  • 文章类型: Journal Article
    背景:创新技术,如游戏机和与游戏或好玩的方法一起使用的智能玩具,已被证明在为脑瘫(CP)儿童提供有效和激励的手部治疗方面是成功和有吸引力的。因此,人们对设计和实施可以改善这些儿童福祉的干预措施越来越感兴趣。然而,了解这些干预措施是如何以及为什么激励儿童的,我们需要更好地了解技术支持的手部疗法的有趣元素。
    目的:本范围综述旨在确定目前用于CP儿童手疗法的有趣元素和创新技术。
    方法:我们纳入了为CP儿童设计或评估干预措施的研究,这些干预措施使用具有游戏或游戏策略的创新技术。根据技术类型对数据进行提取和分析,系统的描述,根据游戏的镜头和好玩的元素,一个游戏设计工具包。共有31项研究纳入分析。
    结果:总体而言,54篇论文被纳入分析。结果显示,在CP儿童的手部治疗中,消费者技术的使用率很高。尽管有几项研究将消费者技术与特定治疗技术结合使用,只有少数研究集中在治疗特异性技术的独家使用。为了分析这些利用创新技术的干预措施的趣味性,我们将我们的评论集中在3个镜头上:开放式游戏,在那里发现了ludus的特征,例如结构化的游戏形式以及定义的目标和规则,是最常见的,而与Paidia相关的策略则不太常见。最常用的游戏形式是物理或活动形式以及有规则的游戏。最后,最流行的嬉戏体验是控制,挑战,和竞争。
    结论:本研究中提供的创新技术和有趣元素的清单和分析可以成为新开发的有趣和有吸引力的工具的起点,以协助CP儿童的手部治疗。
    BACKGROUND: Innovative technologies such as game consoles and smart toys used with games or playful approaches have proven to be successful and attractive in providing effective and motivating hand therapy for children with cerebral palsy (CP). Thus, there is an increased interest in designing and implementing interventions that can improve the well-being of these children. However, to understand how and why these interventions are motivating children, we need a better understanding of the playful elements of technology-supported hand therapy.
    OBJECTIVE: This scoping review aims to identify the playful elements and the innovative technologies currently used in hand therapy for children with CP.
    METHODS: We included studies that design or evaluate interventions for children with CP that use innovative technologies with game or play strategies. Data were extracted and analyzed based on the type of technology, description of the system, and playful elements according to the Lenses of Play, a play design toolkit. A total of 31 studies were included in the analysis.
    RESULTS: Overall, 54 papers were included in the analysis. The results showed high use of consumer technologies in hand therapy for children with CP. Although several studies have used a combination of consumer technologies with therapeutic-specific technologies, only a few studies focused on the exclusive use of therapeutic-specific technologies. To analyze the playfulness of these interventions that make use of innovative technologies, we focused our review on 3 lenses of play: Open-ended Play, where it was found that the characteristics of ludus, such as a structured form of play and defined goals and rules, were the most common, whereas strategies that relate to paidia were less common. The most commonly used Forms of Play were physical or active form and games with rules. Finally, the most popular Playful experiences were control, challenge, and competition.
    CONCLUSIONS: The inventory and analysis of innovative technology and playful elements provided in this study can be a starting point for new developments of fun and engaging tools to assist hand therapy for children with CP.
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  • 文章类型: Systematic Review
    全球超过2.4亿儿童因残疾/残疾而经历不平等。游戏对儿童的全球发展很重要,为了能够参与生活,并已用于治疗环境。这项系统评价的目的是确定用于治疗残疾儿童的游戏的有效性,探索游戏在治疗中的应用,并将基于游戏的干预措施中使用的结果度量分类和映射到国际功能分类。
    根据系统评价和荟萃分析(PRISMA)指南的首选报告项目进行系统评价。
    搜索产生了22篇有资格收录的文章。荟萃分析发现,基于游戏的干预结果具有显著的异质性,排除对有效性的估计。身体功能和结构结果占报告结果指标的61%。
    在残疾儿童的治疗中,游戏的积极作用小的趋势是,但是效果的确定性很差,由于播放使用方式的异构报告,复制困难。除《国际功能分类》的身体功能和结构领域外,还应考虑侧重于活动和参与的有意义方面的研究目标和成果措施,以对残疾儿童进行基于游戏的干预。
    基于游戏的干预对ICF结果有积极影响的趋势,但是效果的确定性是有限的。游戏以多种方式使用,使其成为促进参与或为各种残疾儿童提供治疗的通用方法。基于游戏的研究测量仅与ICF的身体功能和结构领域相关的结果可能无法捕获游戏的更广泛的整体益处。当在临床实践中使用游戏时,专业人员应考虑儿童的个人和环境因素以及游戏对活动和参与的影响。
    UNASSIGNED: Over 240 million children worldwide experience inequities due to disablement/disability. Play is important for children\'s global development, to enable participation in life, and has been used in therapeutic settings. The purpose of this systematic review is to determine the effectiveness of play used in therapy for children with disabilities, to explore ways that play is used in therapy, and to classify and map outcome measures used in play-based interventions to the International Classification of Functioning.
    UNASSIGNED: A systematic review was conducted following the Preferred Reporting Items for Systematic Reviews and Meta-Analyses (PRISMA) guidelines.
    UNASSIGNED: The search yielded 22 articles eligible for inclusion. A meta-analysis found significant heterogeneity for play-based intervention outcomes, precluding estimates of effectiveness. Body function and structure outcomes accounted for 61% of reported outcome measures.
    UNASSIGNED: There is a trend towards a small positive effect of play used in therapy for children with disabilities, but certainty of the effect is poor, and replication difficult due to heterogeneous reports of how play is used. Research aims and outcome measures focusing on meaningful aspects of activity and participation in addition to body function and structure domains of the International Classification of Functioning should be considered for play-based interventions for children with disabilities.
    Play-based interventions trend towards a positive effect on ICF outcomes, but the certainty of effect is limited.Play is used in diverse ways making it a versatile method to promote engagement or deliver therapy to a wide variety of children with disabilities.Play-based studies measuring outcomes solely related to body function and structure domains of the ICF may not capture the broader holistic benefits of play.When using play in clinical practice, professionals should consider the child’s personal and environmental factors and the influence of play on activity and participation.
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