This study aimed to investigate the most common Coronavirus pathogens in humans in the third millennium. In this study, all documents in English on pathogenic coronaviruses were examined from the beginning of 2002 to March 27, 2020. Articles were searched through reliable databases such as PubMed, Web of Science, Scopus, Google scholar, Science Direct, Cochrane library, and BioRxiv using the keywords "COVID-19", "Coronavirus 2019", "SARS-CoV," and" MERS-CoV." In addition, reliable health websites, such as WHO and the Centers for Disease Control and Prevention (CDC), were used to obtain new figures and information on these diseases. A total of 1563 articles and documents were extracted, and after reviewing the full texts of these articles, 100 papers and documents with necessary eligibility were finally selected in the present review study. The outbreak of pathogenic viruses, especially the latest one, i.e., COVID-19, as a severe threat can affect the entire global community, in particular medical staff who are at the forefront of fighting against the virus. It can generally be concluded that coronaviruses have high pathogenesis, with very rapid person-to-person transmission. Since human knowledge is not yet complete about the new type of this virus, i.e., COVID-19, there are no definitive treatments for the virus. Thus, the best and only way to prevent affection from this virus is currently fully implementing health protocols and preventing self-infection and the virus outbreak.
Background: Preschool is one of the most important ages in learning and developing social skills in children. One of the most important issues in the education of healthcare providers is to improve their knowledge about children's social skills because healthcare providers, as an important part of a health team, are at the forefront of communication with families. Objectives: This study was done to investigate the effect of education to health care providers with the gamification method on the social skills of preschool children. Methods: In the present quasi-experimental study, 71 female healthcare providers working in selected collective health centers in Shiraz, Iran, were included in the study. The educational content of this study was an educational software as question games based on gamification, which was provided to healthcare providers. Data collection tools were two questionnaires, including a demographic information questionnaire and a researcher-made questionnaire on social skills in preschool children. To analyze data, the effectiveness of the intervention was measured using Wilks' lambda multivariate test. The relationship between knowledge score and participants' demographic variables was assessed by the linear regression analysis. Data were analyzed using SPSS software (version 22). Results: There was an increase in the knowledge of healthcare providers at three-time points, including before, immediately after, and one month after the educational intervention. Significant relationships were also observed between mean knowledge scores of the participants in all components of the questionnaire before, immediately after, and one month after the intervention (P < 0.001), with significant increases in mean post-intervention scores. The knowledge scores at three-time points, before, immediately after, and one month after the intervention, had significant associations with the educational level of participants (P < 0.001). Conclusions: Increasing the awareness of health care providers through the gamification method showed that this method has an important role in implementing social skills training for children.
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