scholarly journals Perioperative cognitive evaluation and training: the use of digital games for assessment and prevention of cognitive decline after major non-cardiac surgery

Author(s):  
André P. Schmidt ◽  
Maria José C. Carmona
2015 ◽  
Vol 63 (1) ◽  
pp. 16-23 ◽  
Author(s):  
Charles H. Brown ◽  
Candice Morrissey ◽  
Masahiro Ono ◽  
Gayane Yenokyan ◽  
Ola A. Selnes ◽  
...  

2021 ◽  
Author(s):  
Jaehoon Jeong ◽  
Sungmin Kim ◽  
Nahyeon Kim ◽  
Yoonjoo Lee ◽  
Daechang Kim

Abstract Background: The biggest problem in an aging society is the development of degenerative brain disease in the elderly. Neurodegenerative brain disease can cause cognitive dysfunction and rapidly increase the prevalence of dementia and Parkinson's disease, posing a huge economic and social burden on the elderly. A computerized cognitive rehabilitation training system has been developed to prevent and train cognitive dysfunction, showing various clinical effects. However, few studies have analyzed components of contents such as memory and concentration training. In this study, the clinical effects and characteristics of the color, number and words elements were analyzed by subdividing the memory and concentration contents into elements, difficulty, and training methods.Methods: Using a total of eight contents developed based on neuropsychology, 24 normal subjects with an average age of 60.58 ± 3.96 years were conducted 3 times a week, and training was received for 30 to 45 minutes per session. To determine the training effect, MMSE-K, an evaluation tool most closely related to cognitive therapy, was used. The number of errors and problem solving time used in the analysis were dataized by measuring the number of incorrect answers selected by the subject and the time spent solving the problem, respectively. Using t-test, the significance of different between before and after training was determined. Correlation between the number of errors and problem-solving time by week was determined using a trend line. All experimental procedures and evaluations were conducted after obtaining IRB approval from Dongguk University Ilsan Hospital (DUIH2020-07-001).Results: The subjects' MMSE-K scores were 27.88 ± 1.70 points before intervention to 28.63 ± 1.69 points after three weeks of intervention. In each subdivided component, color element showed an effect of improving complex difficulty, number element had the most effective training effect, and word element had a predictive effect on cognitive decline. Conclusions: A detailed analysis results of the components used in a computerized cognitive rehabilitation training system will help develop degenerative brain disease contents to be developed later, and is expected to contribute to a prevention-oriented medical paradigm


2020 ◽  
Vol 4 (3) ◽  
pp. 73
Author(s):  
Nevena Jaftha ◽  
Flavia Cristina Morone Pinto ◽  
Tatjana Chircop

Gamification is only successful if the key elements are joint and run in unity in favour of the user, and knowing game-playing characteristics of target audience is of utmost importance. This study aimed to identify the students' game-playing preferences and styles, considering the opportunity to implement gamification in education in a personalized way. A descriptive-normative survey involved 74 students of a Vocational Education and Training (VET) Institution, chosen by convenience sampling. The target audience of the research was students at the MQF introductory level A and B (17.6%), at MQF level 2 (40.5%) and at MQF level 3 (41.91%). Participants received a questionnaire about game-playing preferences and styles. Students’ average age was 18.31±0.776 years, 70.3% males and 29.7% females (p=0.001), and the majority were Maltese (79.7%; p=0.000). Most of the participants (72.9%) preferred digital games. Regarding the style of playing, students reported preferring a mix of single-player games and cooperative games (38.7%). The students responded that, when they re-play a game, they do so “because it is interesting” or they “like it” (15.82%) and most of them (64%) reported they liked the idea of learning through games. Thus, according to these findings, the students prefer to play in cooperative digital game contexts and most of them like the idea of learning through games because they believe that they can learn and have fun at the same time. 


Author(s):  
Khalifa Alshaya ◽  
Pamela Beck

This qualitative study explored the perceived challenges ELL teachers encounter when using and implementing digital games as educational tools. Six ELL teachers were interviewed, and a phenomenological lens was used to analyze the data. The synthesis of textural and structural meanings and essences as a last step of phenomenological data analysis lead to two major findings of ELL teachers' experiences with digital games: logistical and pedagogical. The findings indicate that there is a lack of resources, support, time, and overwhelming choices that characterize the logistical challenges. On the other hand, ELL teachers teaching philosophy, curriculum, and training highlights the pedagogical challenge of incorporating digital games.


Author(s):  
Guaracy Silveira

Guided by the principles of digital game design, the author proposes a reformulation of the pedagogical objectives and focuses of the pedagogical graduate courses, especially in relation to internship and training stages, in a problem-solving model based on digital games intending to shift the formation of future teachers from an abstract model to a real-life-based problem, thus proposing guidelines for an interdisciplinary project. The chapter summaries this proposal enlisting the necessary structural changes needed to achieve this goal to guide those wishing to adjust their pedagogical projects in a way to insert the digital games as educational devices in their courses without having to remodel the entire existing course. An introduction to the problem is made, its theorical background presented, followed by a contextualization of the Brazilian educational area with the proposition delineated and a conclusion.


2020 ◽  
Vol 12 ◽  
Author(s):  
Cyril Touchard ◽  
Jérôme Cartailler ◽  
Charlotte Levé ◽  
José Serrano ◽  
David Sabbagh ◽  
...  

Background: Although cognitive decline (CD) is associated with increased post-operative morbidity and mortality, routinely screening patients remains difficult. The main objective of this prospective study is to use the EEG response to a Propofol-based general anesthesia (GA) to reveal CD.Methods: 42 patients with collected EEG and Propofol target concentration infusion (TCI) during GA had a preoperative cognitive assessment using MoCA. We evaluated the performance of three variables to detect CD (MoCA < 25 points): age, Propofol requirement to induce unconsciousness (TCI at SEF95: 8–13 Hz) and the frontal alpha band power (AP at SEF95: 8–13 Hz).Results: The 17 patients (40%) with CD were significantly older (p < 0.001), had lower TCI (p < 0.001), and AP (p < 0.001). We found using logistic models that TCI and AP were the best set of variables associated with CD (AUC: 0.89) and performed better than age (p < 0.05). Propofol TCI had a greater impact on CD probability compared to AP, although both were complementary in detecting CD.Conclusion: TCI and AP contribute additively to reveal patient with preoperative cognitive decline. Further research on post-operative cognitive trajectory are necessary to confirm the interest of intra operative variables in addition or as a substitute to cognitive evaluation.


2012 ◽  
Vol 74 (1) ◽  
pp. 73-80 ◽  
Author(s):  
Simone Messerotti Benvenuti ◽  
Paolo Zanatta ◽  
Carolina Longo ◽  
Anna Paola Mazzarolo ◽  
Daniela Palomba

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