Pressure ulcers are associated with significant morbidity, resulting in a decreased quality of life for the patient, and contributing to healthcare professional burnout, as well as an increase of health service costs. Their prompt diagnosis and treatment are important, and several studies have proposed solutions to help healthcare professionals in this process. This work analyzes studies that use machine-learning algorithms for risk assessment and management of preventive treatments for pressure ulcers. More specifically, it focuses on the use of machine-learning algorithms that combine information from intrinsic and extrinsic pressure-ulcer predisposing factors to produce recommendations/alerts to healthcare professionals. The review includes articles published from January 2010 to June 2021. From 60 records screened, seven articles were analyzed in full-text form. The results show that most of the proposed algorithms do not use information related to both intrinsic and extrinsic predisposing factors and that many of the approaches separately address one of the following three components: data acquisition; data analysis, and production of complementary support to well-informed clinical decision-making. Additionally, only a few studies describe in detail the outputs of the algorithm, such as alerts and recommendations, without assessing their impacts on healthcare professionals’ activities.
With the universal use of mobile computing devices, there has been a notable increase in the number of mobile applications developed for educational purposes. Gamification strategies offer a new set of tools to educators and, combined with the location services provided by those devices, allow the creation of innovative location-based mobile learning experiences. In this literature review, we conduct an analysis of educational mobile location-based games. The review includes articles published from January of 2010 to October of 2020, and from 127 records screened, 26 articles were analysed in full-text form. This analysis allowed us to answer the following six predefined research questions: Who are the target audiences for location-based games? In which subjects are location-based games most used? Which strategies are implemented with mobile devices to improve the student’s learning process? What are the main impacts of location-based games on students’ learning? What are the main challenges to the development of location-based games for education? What future tendencies and research opportunities can be identified from the analysis of the current state of the art?
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