Educational Intervention by Computer in Childhood Asthma: A Randomized Clinical Trial Testing the Use of a New Teaching Intervention in Childhood Asthma

PEDIATRICS ◽  
1986 ◽  
Vol 77 (1) ◽  
pp. 1-10
Author(s):  
David H. Rubin ◽  
John M. Leventhal ◽  
Robert T. Sadock ◽  
Ellen Letovsky ◽  
Paul Schottland ◽  
...  

To affect asthma-related knowledge, behavior, and morbidity, researchers tested a new educational intervention for children with asthma: an asthma-specific computer game called Asthma Command, which was specifically designed for this study. Sixty-five children with moderately severe asthma were randomly assigned to one of two groups, and 54 completed the study. Both groups were seen approximately six times during the 1 year of the study. Control subjects (n = 29) played routine computer games. Experimental subjects (n = 25) played Asthma Command. Compared with children in the control group, experimental subjects showed improvement in knowledge about asthma (P < .001), behavior related to the management of asthma (P < .008), and a trend toward the reduction of acute visits due to asthma (P < .13). Children in the experimental group also scored higher on the assessment of behaviors related to the management of asthma that were specifically addressed by the intervention provided by Asthma Command (P < .01). Differences between the control and experimental groups showed a greater improvement in the experimental group in 21 (84%) of the 25 outcome variables in the study (P = .004, Sign test). The study indicates that an asthma-specific computer game can significantly affect knowledge and behavior and may potentially affect morbidity in childhood asthma.

Author(s):  
Petar Juric ◽  
Marija Brkic Bakaric ◽  
Maja Matetic

One of the main drawbacks of delivering new teaching lessons in e-learning systems is the lack of motivation for using those systems. This paper analyses which elements of computer games for learning mathematics have a beneficial effect on intrinsic motivation and give students continuous feedback in order to improve the learning process. While the control group has access to the basic version of the educational computer game, the experimental group uses the version enriched with additional motivational elements which include enhanced graphics for indulging in the game, messages of support while playing the game, and the possibility to compare results with fellow peers in terms of trophies and medals won.


2021 ◽  
Author(s):  
Mirosław Mikicin

Abstract Study aimThe aim of this study is to explore the differences and relationships between immersion and autotelic engagement of problem gamers and esports players. Research on addiction to computer games suggests that autotelic engagement in gamers, on the one hand, allows them to experience deep immersion while playing, but on the other hand, autotelic immersion can cause one to lose control over what is not real and lead to computer game addiction.Material and MethodsExperimental group 1 (N = 29) of gaming addicts aged 19–25 years, experimental group 2 (N = 29) of esports players aged 19–25 years, control group (N = 29) of students aged 19–25 years. The respondents completed 3 questionnaires: The FLOW Engagement Questionnaire, the Immersiveness of Games Questionnaire (ING), and the NEO-FFI personality inventory.ResultsTo a greater extent than esports players, problem gamers experienced while playing: interaction with the virtual environment, a sense of control, a balance between ability level and challenge, clear goals, focus on the current task, autotelic experience, and higher levels of agreeableness, while they experienced awareness of the real world to the least extent. Associations between autotelic experience and interaction with the virtual environment (r = 0.699) and sense of control (r = 0.899) revealed the vulnerability of players with autotelic engagement to gaming addiction.ConclusionAutotelic engagement may be a direct facilitator of experiencing deep immersion leading to computer game addiction.


2014 ◽  
Vol 675-677 ◽  
pp. 241-244
Author(s):  
Ji Hong Wang ◽  
Hong Juan Jiang

An attempt was made to reduce the recurrence rate of childhood asthma by improving the family environment and creating a good living environment to avoid risk factors in the family environment. 80 Cases of children with bronchial asthma treated in one hospital were selected and taken as the study subjects. After they were treated with the conventional therapy and discharged, the patients were randomly divided into a control group and an experimental group. The children in the experimental group were followed up for six months and guided to improve risk factors in the family environment and avoid the risk factors in the environment to induce asthma attack. The results showed that the recurrence rate of asthma in children in the experimental group was significantly lower than that in the control group. To improve the family environment and create a good atmosphere can effectively avoid the recurrence of childhood asthma.


Author(s):  
Leonard Reinecke ◽  
Sabine Trepte

Abstract. This quasi-experimental study examined the effects of exposure to a computer game on arousal and subsequent task performance. After inducing a state of low arousal, participants were assigned to experimental or control conditions via self-selection. Members of the experimental group played a computer game for five minutes; subjects in the control group spent the same amount of time awaiting further instructions. Participants who were exposed to the computer game showed significantly higher levels of arousal and performed significantly better on a subsequent cognitive task. The pattern of results was not influenced by the participants' prior experience with the game. The findings indicate that mood-management processes associated with personal media use at the workplace go beyond the alteration of arousal and affect subsequent cognitive performance.


2021 ◽  
Author(s):  
Chin-En Yen

BACKGROUND Computer games can increase children’s interest in learning, and then improve their nutritional knowledge, and their dietary intake behavior. OBJECTIVE The purpose of this study was to evaluate the short-term effectiveness of computer games on preschool children's nutrition knowledge and junk food intake behavior. This study was a cross-sectional study. METHODS We recruited 104 preschool children age 5-6 years from preschools and randomly assign to experiment group (n=56) and control group (n=48). The researchers used Construct 2 to design and produce the "Healthy Rat King" computer game as a nutrition education tool for children. The computer game courses intervention was one hour per week for four consecutive weeks in experiment group, and the control group did not received computer game intervention. RESULTS The results showed that the nutrition knowledge score of children in experiment group were significant higher than the control group after four weeks of computer game course intervention, and the frequency of chocolate, candies, and ice cream intake was significantly reduced in experiment group after four weeks of computer game intervention. CONCLUSIONS computer game teaching suggested that improved children’s nutrition knowledge and decreased the frequency of junk food intake.


1992 ◽  
Vol 40 (2) ◽  
pp. 139-152 ◽  
Author(s):  
Bruce F. Dalby

The purpose of this study was to determine the effectiveness of a computer-based training program for improving students' ability to make judgments of harmonic intonation. Twenty members of two undergraduate conducting classes participated in the Harmonic Intonation Training Program (HITP). An equivalent matched control group was selected from 156 other undergraduate music majors who had also taken the investigator-developed Harmonic Intonation Discrimination Test (HIDT). The HITP consisted of a body of drill-and-prac-tice exercises using intervals, triads, and brief three- and four-part musical passages. The exercises were played in both equal temperament and just intonation by a 16-voice digital synthesizer. After a 9-week treatment period, a two-way ANOVA on posttest HIDT scores revealed a difference (p= .005) in favor of the experimental group. Results of a questionnaire administered after the training to the experimental subjects indicated that attitudes toward the training program were mostly positive.


1998 ◽  
Vol 10 (4) ◽  
pp. 366-377 ◽  
Author(s):  
François Trudeau ◽  
Louis Laurencelle ◽  
Janie Tremblay ◽  
Mirjana Rajic ◽  
Roy J. Shephard

The purpose of this project was to undertake a long-term follow-up of participants in the Trois-Rivières Growth and Development Study. Some 20 years after their initial involvement in the program, two groups were compared: experimental subjects (n =150) who had received 5 one-hour sessions of specialized physical education per week throughout their 6 years of primary school, and the original control group (n = 103). All subjects completed a questionnaire regarding current patterns of physical activity (PA), attitudes and beliefs about PA, and perceived barriers to PA. Principal results indicate: (a) More experimental than control women exercise 3 times or more per week, (b) experimental subjects more commonly perceived their health to be very good to excellent, (c) control subjects in general felt less psychological dependency on exercise, and (d) women in the experimental group had a lower relative risk of back problems.


2016 ◽  
Vol 8 (2) ◽  
Author(s):  
Concetta Polizzi ◽  
Valentina Fontana ◽  
Antonio Carollo ◽  
Alessandra Bono ◽  
Sofia Burgio ◽  
...  

This study has explored the valence of sibship that may empower the self-esteem of children with asthma at the interpersonal, environmental control competence, emotionality management, and body-image levels. It has been assumed that the relationship between siblings may have a moderating effect on the negative impact that asthma has on child’s development. Seventy children suffering from chronic asthma have been involved: 40 children with siblings (experimental group) and 30 sibling-free children (control group). The children with asthma have exhibited higher levels of self-esteem in comparison with the sibling-free children. The results of the study, at the clinical significance level, highlight how meaningful could be the involvement of healthy siblings to support the development, and to ease the compliance of children suffering from asthma. The outcomes have confirmed the supportive valence of sibship for the self-esteem of the children with asthma.


2020 ◽  
Vol 35 (6) ◽  
pp. 842-842
Author(s):  
Kiseleva N ◽  
Kiselev S

Abstract Objective There are evidences that game addiction can cause the delay in development of cognitive functions in children. However, we need further research for revealing this risk. The goal of this research was to examine the hypothesis that children at the age of 5 with computer game addiction have a risk for emerging weakness in visuospatial functions at the age of 6. Methods We used questionnaire for parents to reveal children with computer game addiction. Experimental group consisted of 16 5-year-old children with computer game addiction. Control group consisted of 16 children without computer game addiction. Children from experimental and control group were matched for age, gender and IQ. In the framework of longitudinal research children at the age of 6 from both groups were assessed by 4 subtests from NEPSY which are designed for assessing visuospatial functions (Arrows, Block Construction, Design Copying, Route Finding). Results One-way ANOVA has revealed the significant differences (p < .05) between groups for scores in 3 visuospatial subtests (Block Construction, Design Copying, Route Finding). Children from experimental group had low level of performance in these subtests. Conclusion The findings from this study suggest that computer game addiction can have negative effect on the development of visuospatial functions in children. We are going to do further research for revealing the long-term effect of computer game addiction on cognitive development of children in the framework of longitudinal research.


1999 ◽  
Vol 84 (3_suppl) ◽  
pp. 1123-1126
Author(s):  
Hendrik M. DeVos ◽  
Justus R. Potgieter ◽  
Johannes H. Blaauw

10 female physical education students were given posthypnotic suggestions alluding to economy of effort in exercise. These suggestions were affirmed under self-hypnosis over two weeks. Experimental subjects pedalled on an exercise bicycle for 20 min. at 60% of their maximal work capacity while listening to suggestions from a hypnotist. The Control group ( n = 9) showed no differences between mean pretest and posttest scores on physical self-efficacy, trait anxiety, state anxiety, heart rate, blood pressure, and perceived rate of exertion. The average systolic blood pressure of the experimental group was the only positive significant difference between the pretest and posttest scores.


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