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Browsing by Subject "gamification"

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    Courting Apocalypse: Creating a Zombie-Themed Evidence-Based Medicine Game
    (Taylor & Francis, 2017) Blevins, Amy E.; Kiscaden, Elizabeth; Bengtson, Jason; Ruth Lilly Medical Library, School of Medicine
    In 2015, two librarians at the Hardin Library for the Health Sciences at the University of Iowa turned their dreams into a reality and secured funding to build a zombie-themed evidence-based medicine game. The game features a “choose your own adventure” style that takes students through a scenario where a disease outbreak is taking place and a resident is asked to use evidence-based medicine skills to select a screening and diagnostic tool to use on potentially infected patients. Feedback on the game has been positive, and future plans include building additional modules on therapy, harm, and prognosis.
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    Designing Leaderboards for Gamification: Perceived Differences Based on User Ranking, Application Domain, and Personality Traits
    (ACM, 2017-05) Jia, Yuan; Liu, Yikun; Yu, Xing; Voida, Stephen; Human-Centered Computing, School of Informatics and Computing
    Leaderboards, a common gamification technique, are used to enhance engagement through social comparisons. Prior research has demonstrated the overall utility of leaderboards but has not examined their effectiveness when individuals are ranked at particular levels or when the technique is applied in different application domains, such as social networking, fitness, or productivity. In this paper, we present a survey study investigating how preferences for leaderboards change based on individual differences (personality traits), ranking, social scoping, and application domains. Our results show that a respondent's position on the leaderboard had important effects on their perception of the leaderboard and the surrounding app, and that participants rated leaderboards most favorably in fitness apps and least favorably in social networking contexts. More extraverted people reported more positive experiences with leaderboards despite their ranking or the application domain. We present design implications for creating leaderboards targeted at different domains and for different audiences.
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    Virtual Reality Implementation for Acute Care Occupational Therapy
    (2023-06-04) Harris, Alexander; Sego, Daniel; Department of Occupational Therapy, School of Health and Human Sciences; Weber, Heather
    Virtual Reality (VR) gaming is an effective tool for occupational therapists in an acute care setting to help patients reach their therapy goals. This capstone project focused on helping the occupational therapy staff at two acute care hospital settings begin implementation of VR into therapy sessions with their patients. This goal was accomplished through staff training and education on the therapeutic use of technology as well as implementation of the technology with patients during OT sessions. Staff education included 9 different training sessions with the staff and was measured using a staff survey at the beginning and end of the project. Impact of VR on patient's therapy session was measured through patient self-report of various factors including pain, anxiety, fatigue, and nausea pre and post session. Data was collected at the beginning and end of VR based OT sessions as well as typical OT treatment sessions for comparative data. The conclusion of this project found improvement on the staff's pre and post training survey results on the variables of perceived ability to use VR in therapy and perception of benefit of VR use. The VR implementation data analysis found that there was no statistical difference between the pre and post session results for any other variables measured between the typical OT and VR sessions, indicating that VR is equally effective as typical OT treatment regarding the variables measured.
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