scholarly journals Effects of the Brain Wave Modulation Technique Administered Online on Stress, Anxiety, Global Distress, and Affect During the First Wave of the COVID-19 Pandemic: A Randomized Clinical Trial

2021 ◽  
Vol 12 ◽  
Author(s):  
Mauro Cozzolino ◽  
Giovanna Celia ◽  
Laura Girelli ◽  
Pierpaolo Limone

This study aims to evaluate the effects of an innovative mind-body practice named the brain wave modulation technique (BWM-T) on stress, anxiety, global distress, and affect. The technique was administered online through a web-based video conferencing platform. The intervention started on week four of the first quarantine in Italy (week commencing 30th March 2020), for a duration of 4 weeks and ended before lockdown measures were loosened. 310 people participated in the study, mean age 28.73 years old (SD = 9.16), 77.8% women. Of these, about half were randomly assigned to the experimental group and the other half served as controls. Participants completed online psychological tests before and after the intervention. 266 people (144 experimental, 122 controls) completed the post-intervention tests. Consistent with our hypothesis, the study’s findings indicate a reduction in the levels of stress, anxiety, global distress, and negative affect in the experimental group, compared to the control group. Moreover, the experimental group also showed higher levels of positive affect, compared to controls after the intervention. The present findings add to the current literature in suggesting that the BWM-T reduced stress not only when administered face-to face but also when administered online during the COVID-19 pandemic. Moreover, we also noted that the BWM-T has an effect on anxiety, global distress, and affect, which we had not investigated in previous studies.

Author(s):  
Rita de Cassia Silva Vieira Janicas ◽  
Nádia Zanon Narchi

Objective: to compare the clinical performance of nursing students in learning scenarios with and without debriefing in a simulation center. Method: a longitudinal, prospective, interventional, crossover randomized study, with a quantitative approach and before-and-after type, with a population composed of 120 nursing students distributed randomly between experimental and control group. The study phases included theoretical and demonstrative practice on child immunization; first Clinical Performance Test, which served as baseline measurement; randomization; scenarios with debriefing for the experimental group and without debriefing for the control group, according to clinical performance/intervention examination; exchange of groups or crossover; third Clinical Performance Test. Results: debriefing was proven to be effective in improving the performance of the students in the clinical exams, because improvement in the performance of the experimental group both in relation to the baseline measurement examination and in comparison with the control group in the post-intervention performance examination and in the third examination, after crossover (p<0.001). Conclusion: the use of scenarios with debriefing constitutes a strategy facilitating the teaching-learning process in the undergraduate nursing course.


2021 ◽  
Author(s):  
Abdulaziz Mansoor Al Raimi ◽  
Mei Chan Chong ◽  
Li Yoong Tang ◽  
Yan Piaw Chua ◽  
Latifa Yahya Al Ajeel

Abstract BACKGROUND: Bronchial asthma among children is a common chronic disease which may have impact on quality of life. Health education is one of the strategy to improve knowledge and quality of life.OBJECTIVE: The study aims to assess the effect of health education via mobile application (app) in promoting quality of life among schoolchildren with asthma in urban Malaysia during the COVID-19 era. METHODS: A quasi-experimental, pre- and post-intervention design was used in this study involving a total of 214 students, randomly assigned into two groups (intervention group and control group). The control group received face-to-face health education while the experimental group received health education via a mobile application.RESULTS: The findings showed that the total score of quality of life (QoL) has improved from a mean total score at pre-intervention (5.31±1.27) to post-intervention (5.66±1.28) for the control group, compared with the experimental group with a mean total score of QoL at pre-intervention (5.01±1.36) and post-intervention (5.85±1.29). A comparison between the experimental and control groups using an independent t-test showed statistically significant differences in their mean QoL scores. The effect of health education via mobile application showed a statistically significant improvement in the mean QoL score from pre- to post-intervention [F (1,288) = 57.46, p = <0.01].CONCLUSION: The use of mobile technology in health education improved QoL as compared to the traditional methods of face-to-face lecture and/or handbooks among schoolchildren with asthma. Thus, educational modules using mobile applications do improve QoL.


2021 ◽  
Author(s):  
Abdulaziz Mansoor Al Raimi ◽  
Mei Chan Chong ◽  
Li Yoong Tang ◽  
Yan Piaw Chua ◽  
Latifa Yahya Al Ajeel

Abstract BACKGROUND: Bronchial asthma among children is a common chronic disease which may have impact on quality of life. Health education is one of the strategy to improve knowledge and quality of life.OBJECTIVE: The study aims to assess the effect of health education via mobile application (app) in promoting quality of life among schoolchildren with asthma in urban Malaysia.METHODS: A quasi-experimental, pre- and post-intervention design was used in this study during the period September 2016 until April 2017 involving a total of 214 students, randomly assigned into two groups (intervention group and control group). The control group received face-to-face health education while the experimental group received health education via a mobile application.RESULTS: The findings showed that the total score of quality of life (QoL) has improved from a mean total score at pre-intervention (5.31±1.27) to post-intervention (5.66±1.28) for the control group, compared with the experimental group with a mean total score of QoL at pre-intervention (5.01±1.36) and post-intervention (5.85±1.29). A comparison between the experimental and control groups using an independent t-test showed statistically significant differences in their mean QoL scores. The effect of health education via mobile application showed a statistically significant improvement in the mean QoL score from pre- to post-intervention [F (1,288) = 57.46, p = <0.01].CONCLUSION: The use of mobile technology in health education improved QoL as compared to the traditional methods of face-to-face lecture and/or handbooks among schoolchildren with asthma. Thus, educational modules using mobile applications do improve QoL.


Author(s):  
S. Sunitha ◽  
◽  
A .Catherin Jayanthy ◽  
G. Kalaiyarasan ◽  
N. Annalakshmi

From the long years ago, education have been trying a proper way to improving the skills of English. Educators tried several methodologies in English to choose the better one. This paper brings out the effect of teaching Receptive skills by implementing NLP (Neuro- Linguistic Programming) in second language as English. Neuro- Linguistic Programming is one of the methods to catch up the English by giving focus on the brain anatomy. Brain anatomy can motive the creativity as well as the skills of using language. It also exist the role of Neuro Linguistic Programming in teaching the Receptive skills of English, which could make the students to improve the Receptive skills such as listening and reading. The study, in short, affirms that NLP strategies could be quite efficacious in making the students procure the skills that are indispensable in workplaces effortlessly. As it involves teaching a reading comprehension course by NLP concepts and techniques, the approach used in this study is experimental. In addition, the experimental method involves pre-and post-tests conducted before and after the course by the control group (40 students) and the experimental group (40 students). The students of the experimental community are chosen from the secondary school students. After the NLP experimentation, it was revealed from the study that there was a significant difference in the level of the experimental group in pre and post-test.


2013 ◽  
Vol 29 (4) ◽  
Author(s):  
Khalid Bin Abdul Jabbar ◽  
Alex Ong ◽  
Jeannette Choy ◽  
Lisa Lim

<p>This study examined the use of authentic experiential-based videos in self-explanation activities on 32 polytechnic students' learning and motivation, using a mixed method quasi-experimental design. The control group analysed a set of six pre-recorded videos of a subject performing the standing broad jump (SBJ). The experimental group captured videos of two subjects performing six variations of the SBJ. They then proceeded to analyse those videos as with the control group. All students then attempted a worksheet designed to elicit various levels of principled understanding of the topic on "projectile motion". In addition, data on students' motivation to learn and learning outcomes were measured by using three subscales of the Motivational Strategies for Learning Questionnaire (MSLQ) ― task value, critical thinking, and self-efficacy ― both before and after the intervention. Data were also collected through online pre- and post-tests, classroom observations as well as reflection journals. No significant differences between the experimental and control groups in terms of the post-intervention results were found (<em>p</em> &gt; 0.05). However, the results suggested that use of experiential-based videos and video-based tools may in fact be more beneficial for students who are weaker in critical thinking and self-efficacy, to gain a better understanding of their learning.</p><p> </p>


Author(s):  
Hamed Aliyari ◽  
◽  
Hedayat Sahraei ◽  
Sahar Golabi ◽  
Masoomeh Kazemi ◽  
...  

Introduction: Today, evaluation and determination of the impact of computer games as an interactive media, play a significant role in cognitive and behavioral health of the individuals in the society. Computer games have been shown to have either positive or negative effects on cognitive indices among players. They also directly influence the lifestyle and quality of life of children, adolescents, and young adults. The present study was aimed to evaluate the short-term effects of the Brain Teaser game on players. Methods: Among forty-five male volunteers, a total of forty subjects with an average age of twenty years were recruited, and divided into two groups, the experimental group and control group. All required tests were conducted before and after the experimentation (playing the game) on the experimental group. Also, the tests were performed on control group, in which participants were not allowed to play the game. All assigned subjects completed a questionnaire, comprised of demographic characteristics and specific information regarding the game (e.g. game style and hours spent on playing the game). The saliva samples were collected to measure levels of Cortisol and Alpha Amylase. The salivary Alpha Amylase (sAA) and Cortisol levels were analyzed using a specific ELISA kit. Also, cognitive tests were performed using PASAT software before and after the game to assess perceptual-cognitive abilities of the players. The Brain waveforms were acquired by a 14-channel Emotiv brain signal recording device before and after the experimentation. Data analysis was conducted using R and MATLAB software. Results: PASAT test suggested that mental health and sustained attention were significantly improved, after the experimentation. In addition, the sAA and salivary Cortisol levels were significantly higher prior to the experimentation. The results of the brainwave analysis revealed that stress index and attention were significantly higher before the experimentation. Conclusion: Findings of the present study suggest that Brain Teaser games positively influence the central nervous system, and activate stress path, leading to changes in brain signals and subsequently improved cognitive elements, such as attention among players.


2021 ◽  
Vol 35 (5) ◽  
pp. 74-80
Author(s):  
Jung-Seung Park ◽  
Hyun-Ho Shin

This study aimed to evaluate the efficiency of mobile virtual practice and present a new training method to improve the ability of 119 paramedics to triage in the event of multiple casualties. A total of 24 of the 119 paramedics were selected as subjects, and the experiment was conducted by classifying 12 and 12 into mobile virtual practice and lecture explanation groups, respectively. Both groups performed triage evaluations before and after education and practice, and additional questionnaires were completed for mobile virtual practice. Both groups of virtual practice and course description showed significant differences between pre-assessment and post-assessment. In the control group (lecture), the accuracy (29.16) increased from 49.17 ± 18.32 in the pre-test to 78.33 ± 16.42 in the post-test (p = .001). In the experimental group (virtual practice), the accuracy (24.2) increased from 60.0 ± 23.7 in the pre-test to 84.2±13.8 in the post-test (p = .004). If face-to-face education and training are not possible, mobile virtual practice should be considered. Moreover, various educational programs that are engaging and effective are needed.


2020 ◽  
Vol 20 (3) ◽  
pp. 142-148
Author(s):  
Giovanni Esposito ◽  
Francesca D’Elia ◽  
Gaetano Raiola

Research purpose. The aim of the study is to evaluate the playing skills of the young players under investigation in a global context. Specifically, it is intended to test whether the proposed training methodology favorably influenced the development of game skills, increasing the efficiency of game performance. Materials and methods. The study participants are 24 young players, aged between 13 and 14. To achieve the tasks set, the study relied on the following methods: analysis of scientific literature, field testing and methods of mathematical statistics. The experimental group performed a specific training mesocycle (that of the Brain Kinetic), while the control group performed a traditional working mesocycle. To detect the effects of the training methodologies, field tests  were used both before and after the training period, respecting the execution protocols described by H. Wein. The study materials were processed by the statistical analysis software-IBM SPSS 22. A paired sample t-test was used to compare the results of the two groups. Results. The t-test analysis indicates statistically significant changes in the training effect of the experimental group. A better performance index found in the experimental group in the execution of skills, compared to the control group, is due to the diversification of the methodology to which they were subjected. Therefore, the changes after training at each skill index are amplified by the subsequent repetition of the tests. Differences between test indicators are statistically significant (p = 0.25) Conclusions. The study, through the use of field tests, has confirmed the hypothesis that the use of the Brain Kinetic training method determines a positive training effect in skill exercises. This method allowed the players involved in the experimental group to take personal, individual and group actions that had a real impact on the outcome of the game.


2021 ◽  
Author(s):  
Abdulaziz Mansoor Al Raimi ◽  
Mei Chan Chong ◽  
Li Yoong Tang ◽  
Yan Piaw Chua ◽  
Latifa Yahya Al Ajeel

Abstract BACKGROUND: Bronchial asthma among children is a common chronic disease which may have impact on quality of life. Health education is one of the strategy to improve knowledge and quality of life.OBJECTIVE: The study aims to assess the effect of health education via mobile application (app) in promoting quality of life among schoolchildren with asthma in urban Malaysia.METHODS: A quasi-experimental, pre- and post-intervention design was used in this study during the period September 2016 until April 2017 involving a total of 214 students, randomly assigned into two groups (intervention group and control group). The control group received face-to-face health education while the experimental group received health education via a mobile application.RESULTS: The findings showed that the total score of quality of life (QoL) has improved from a mean total score at pre-intervention (5.31±1.27) to post-intervention (5.66±1.28) for the control group, compared with the experimental group with a mean total score of QoL at pre-intervention (5.01±1.36) and post-intervention (5.85±1.29). A comparison between the experimental and control groups using an independent t-test showed statistically significant differences in their mean QoL scores. The effect of health education via mobile application showed a statistically significant improvement in the mean QoL score from pre- to post-intervention [F (1,288) = 57.46, p = <0.01].CONCLUSION: The use of mobile technology in health education improved QoL as compared to the traditional methods of face-to-face lecture and/or handbooks among schoolchildren with asthma. Thus, educational modules using mobile applications do improve QoL.


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