The Culture of the Patient as a Red Herring in Clinical Decision Making: A Case Study

1985 ◽  
Vol 17 (1) ◽  
pp. 2-5 ◽  
Author(s):  
Howard F. Stein
2015 ◽  
Vol 42 ◽  
pp. S37
Author(s):  
M. Alvela ◽  
M. Bergmann ◽  
M.-L. Ööpik ◽  
Ü. Kruus ◽  
K. Englas ◽  
...  

2018 ◽  
Vol 39 (04) ◽  
pp. 356-370 ◽  
Author(s):  
Hope Gerlach ◽  
Naomi Rodgers ◽  
Patricia Zebrowski ◽  
Eric Jackson

AbstractStuttering anticipation is endorsed by many people who stutter as a core aspect of the stuttering experience. Anticipation is primarily a covert phenomenon and people who stutter respond to anticipation in a variety of ways. At the same time as anticipation occurs and develops internally, for many individuals the “knowing” or “feeling” that they are about to stutter is a primary contributor to the chronicity of the disorder. In this article, we offer a roadmap for both understanding the phenomenon of anticipation and its relevance to stuttering development. We introduce the Stuttering Anticipation Scale (SAS)—a 25-item clinical tool that can be used to explore a client's internal experience of anticipation to drive goal development and clinical decision making. We ground this discussion in a hypothetical case study of “Ryan,” a 14-year-old who stutters, to demonstrate how clinicians might use the SAS to address anticipation in therapy with young people who stutter.


2021 ◽  
Author(s):  
Camila Huanca ◽  
Deise Garrido ◽  
Mario Meireles ◽  
Paola Trindade ◽  
Ana Emilia Oliveira ◽  
...  

BACKGROUND Games are present in society, representing the most diverse activities. A brief conceptual approach to gaming is necessary to the broadening of its understanding within the social and educational context. With the use of digital games in education, known as serious game, the education of dentistry students and dentists may include new complementary approaches. OBJECTIVE To report the project and the development criteria of a serious game in clinical decision-making cases, in the sphere of Dentistry, as a complementary teaching tool. METHODS Case study of the development of the content and narrative of a serious game decision-making process in the dental clinic. In Dental Case, players assume the role of a dentist in consultation, whose mission goes through the stages of Medical history, clinical examination, complementary examination, diagnosis, and treatment. The situations presented in the game were designed to be similar to situations of decision making in the dental clinic in the context of primary health care. The content developed was reviewed and validated by specialists, both from a technical and pedagogical point of view, to be later inserted into the game software by the IT team. RESULTS We developed Dental Case, a serious game with a set of clinical cases for professionals and Dentistry students to support teaching in decision making at different stages of the clinic. The game is available for free on the web and in the Play Store and Apple Store mobile app stores. CONCLUSIONS New complementary pedagogical approaches in the field of Dentistry are necessary. The resources provided by Dental Case are presented as a potential tool in educational technologies aimed at Dentistry and may contribute to expanding the scale and scope of educational activities. Subsequent to this, learning effectiveness tests will be carried out.


2014 ◽  
Vol 48 (3) ◽  
pp. 255-261 ◽  
Author(s):  
Isabelle Desjardins ◽  
Claire Touchie ◽  
Debra Pugh ◽  
Timothy J Wood ◽  
Susan Humphrey-Murto

2015 ◽  
Vol 35 (2) ◽  
pp. 109-118 ◽  
Author(s):  
Mira Vuković ◽  
Branislav S. Gvozdenović ◽  
Milena Ranković ◽  
Bryan P. McCormick ◽  
Danica D. Vuković ◽  
...  

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