2014
DOI: 10.1097/cin.0000000000000078
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Development of the e-Baby Serious Game With Regard to the Evaluation of Oxygenation in Preterm Babies

Abstract: The present study aimed to describe the development process of a serious game that enables users to evaluate the respiratory process in a preterm infant based on an emotional design model. The e-Baby serious game was built to feature the simulated environment of an incubator, in which the user performs a clinical evaluation of the respiratory process in a virtual preterm infant. The user learns about the preterm baby's history, chooses the tools for the clinical evaluation, evaluates the baby, and determines w… Show more

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Cited by 31 publications
(33 citation statements)
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“…As examples, there is usability analysis and user-centered design, the emotional design that analyzes human computer linkage through the positive or negative emotions generated in interaction, participatory design and playability, in the context of computational-based educational games. 9,20,23,26 During validation, the problems encountered focused mainly on levels that do not require corrections, reinforcing that the serious game was designed in line with the interests of serving the end user in a useful, enjoyable and educational way. In this way, we discuss in this section the items of heuristics in which problems of level 3 and 4 were identified.…”
Section: Discussionmentioning
confidence: 99%
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“…As examples, there is usability analysis and user-centered design, the emotional design that analyzes human computer linkage through the positive or negative emotions generated in interaction, participatory design and playability, in the context of computational-based educational games. 9,20,23,26 During validation, the problems encountered focused mainly on levels that do not require corrections, reinforcing that the serious game was designed in line with the interests of serving the end user in a useful, enjoyable and educational way. In this way, we discuss in this section the items of heuristics in which problems of level 3 and 4 were identified.…”
Section: Discussionmentioning
confidence: 99%
“…12 Scholars have discussed the importance of innovating strategies and resources for learning with playability, assigning advantages such as flexibility of time and space for access, possibility of repetition, following user's learning pace and students' satisfaction in learning from games and other technologies considered to be motivating. 9 A challenge still present in universities, when it comes to the use of technology in teaching, is the need to enable their members (students, professors and other professionals involved) E-baby: evidence-based technology for teaching Aredes NDA, Dias DMV, Fonseca LMM, Campbell SH, Martins JCA, Rodrigues MA to implement, since many are not aware how to handle them or even how to use them in learning settings. Measures of access to technology, training and technical support become crucial to overcome them.…”
Section: Literature Reviewmentioning
confidence: 99%
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“…Interactive tools were used, such as the s erious game e-baby 5 (which virtually simulates the clinical assessment of a preterm infant with respiratory problems maintained in the incubator), instructional software semiology and semiotechnique of the preterm newborn (SSRNPT) 6 , and laboratory simulation.…”
Section: Methodsmentioning
confidence: 99%
“…Contemporary ICTs allow for creative learning processes for nursing with innovative pedagogical proposals that make meaningful learning possible, [16][17][18][19] either in undergraduate, extension, and graduate courses, or in laboratories, classrooms, or distance-learning, in which sharing with other institutions is possible. Currently, the development of mobile application technology, focused on health and education, provides a fertile ground for nursing performance within the community as a whole.…”
Section: The Touchscreen Generation and The Blackboard Revoltmentioning
confidence: 99%