Background: The field of serious games for people with dementia (PwD) is mostly driven by game-design principals typically applied to games created by and for younger individuals. Little has been done developing serious games to help PwD maintain cognition and to support functionality.
Objectives: We aimed to create a theory-based serious game for PwD, with input from a multi-disciplinary team familiar with aging, dementia, and gaming theory, as well as direct input from end users (the iterative process). Targeting enhanced self-efficacy in daily activities, the goal was to generate a game that is acceptable, accessible and engaging for PwD.
Methods: The theory-driven game development was based on the following learning theories: learning in context, errorless learning, building on capacities, and acknowledging biological changes-all with the aim to boost self-efficacy. The iterative participatory process was used for game screen development with input of 34 PwD and 14 healthy community dwelling older adults, aged over 65 years. Development of game screens was informed by the bio-psychological aging related disabilities (ie, motor, visual, and perception) as well as remaining neuropsychological capacities (ie, implicit memory) of PwD. At the conclusion of the iterative development process, a prototype game with 39 screens was used for a pilot study with 24 PwD and 14 healthy community dwelling older adults. The game was played twice weekly for 10 weeks.
Results: Quantitative analysis showed that the average speed of successful screen completion was significantly longer for PwD compared with healthy older adults. Both PwD and controls showed an equivalent linear increase in the speed for task completion with practice by the third session (P
Conclusions: Our study demonstrated that PwD's speed improved with practice at the same rate as healthy older adults. This implies that when tasks are designed to match PwD's abilities, learning ensues. In addition, this pilot study of a serious game, designed for PwD, was accessible, acceptable, and enjoyable for end users. Games designed based on learning theories and input of end users and a multi-disciplinary team familiar with dementia and aging may have the potential of maintaining capacity and improving functionality of PwD. A larger longer study is needed to confirm our findings and evaluate the use of these games in assessing cognitive status and functionality.
Background: Serious games are potential alternatives for supplementing traditional simulation-based education for neonatal resuscitation training. However, evidence regarding the benefits of using serious games to improve long-term knowledge retention of neonatal resuscitation in undergraduate medical students is lacking. Objective: We designed a serious computer game "NEOGAMES" to train undergraduate medical students in neonatal resuscitation in a cost-friendly and accessible way and to examine whether serious game-based training improves long-term knowledge retention in medical students. Methods: "NEOGAMES" consists of a screen with images of an incubator, a baby, visual objects, anatomy, action cards, monitors, real-time feedback, and emotional components. Undergraduate medical students from Shanghai Medical College of Fudan University were invited to participate and were allocated to a game group or a control group. Participants in the game group played the game before the training. All the participants completed three written tests, pre- and post-training knowledge tests and a follow-up test after 6 months. Results: Eighty-one medical students participated in the study. The student demographic characteristics of the groups were comparable, including sex, age, and grade point average (GPA). Significant short-term knowledge improvement was noticed only for male students in the game group based on their 5.2-point higher test scores than those of the controls (p = 0.006). However, long-term knowledge improvement at 6 months was identified for both male and female students in the game group, with test scores 21.8 and 20 points higher, respectively, than those of the controls (P < 0.001). The long-term knowledge retention in the game group was almost 3 times higher than that in the control group. Conclusions: Long-term knowledge retention was nearly 3 times higher for the game group than for the control group. The improvement in knowledge supports the use of serious games for undergraduate medical education.
Inside a small laboratory in lush countryside about 50 miles north of New York City, an elaborate tangle of tubes and electronics dangles from the ceiling. This mess of equipment is a computer. Not just any computer, but one on the verge of passing what may, perhaps, go down as one of the most important milestones in the history of the field.
Quantum computers promise to run calculations far beyond the reach of any conventional supercomputer. They might revolutionize the discovery of new materials by making it possible to simulate the behavior of matter down to the atomic level. Or they could upend cryptography and security by cracking otherwise invincible codes. There is even hope they will supercharge artificial intelligence by crunching through data more efficiently.
While the hallways of the building look out onto the countryside, the design is such that none of the offices inside have any windows. It was in one of these cloistered rooms that I met Charles Bennett. Now in his 70s, he has large white sideburns, wears black socks with sandals, and even sports a pocket protector with pens in it. Surrounded by old computer monitors, chemistry models, and, curiously, a small disco ball, he recalled the birth of quantum computing as if it were yesterday.
The superconducting approach has key advantages. The hardware can be made using well-established manufacturing methods, and a conventional computer can be used to control the system. The qubits in a superconducting circuit are also easier to manipulate and less delicate than individual photons or ions.
Last year, Gambetta and colleagues at IBM used a seven-qubit machine to simulate the precise structure of beryllium hydride. At just three atoms, it is the most complex molecule ever modeled with a quantum system. Ultimately, researchers might use quantum computers to design more efficient solar cells, more effective drugs, or catalysts that turn sunlight into clean fuels.
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Abstract:As the issues related to climate change intensify, new methods to raise awareness of environmental issues, foster pro-environmental attitudes and behaviors, and offer a viable alternative to traditional environmental education are needed. In recent years, various computer games and mobile apps targeting sustainability-related information, attitude, and behaviors have been developed. In this systematic review, we aimed to verify which pro-environmental information, attitudes, and behaviors are targeted by serious games and gamified apps, how their efficiency is tested, and the main results. A total of 29 studies were included in the analysis. The results show that serious games and apps were used to decrease energy consumption, water spending, and food consumption, and increase sustainable mobility. Furthermore, technology was used to offer pro-environmental education regarding a myriad of issues. Most interventions were successful and some of them did have significant effects while others provided only short-term changes. The limitations of the current approaches are discussed together with some future expansions that can help develop more efficiency in this domain.Keywords: serious games; gamified mobile apps; sustainable behaviors; pro-environmental education; climate change
This paper presents a pilot study of using serious games at a Data Structures and Algorithms course. The games that were used were either card games or they were played on a blackboard. The results of the pilot study seem promising and we will use the games also in next year's course. In addition, this paper raises discussion about using serious games in CS education. The main points of discussion are, how serious games can be used efficiently and how to evaluate the effects of using games?
Data structures and algorithms have many elements and rules that can be used to design educational games. Many of the games used in education are played with a computer. However, cards games can also be used to teach students algorithms and to encourage ...
Voluntariness is an important feature of games. Serious game designers intend to generate engaging gameplay, which implies that voluntary play should be equally important for serious games as for entertainment games. This paper describes the outcome of ...
I am experiencing a serious lag when using the POS particularly when doing transactions. Settling tickets cause a delay of maybe up to 10 seconds and it is worse on my terminal computer that has to connect to the main computer.
I would strongly recommend you to wire your terminal with ethernet cable and a Gigabit switch or router. Its also worth mentioning that cutting down on any unnecessary traffic on POS network can really make a difference in delays. I always keep guest network separated on a different router.
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