Teaching Childbirth Support Techniques Using the Prepared Partner and Digital Birth

Author(s):  
Alexandra Holloway

In today's California, a mother's primary social support person in childbirth is her partner, guiding her through a multidimensional experience, helping her make sense of unforgettable emotions and sensations. Preparing the partner is an integral step to making sure that the mother is well-supported in her birth. Because the mother's experience is influenced by the support she receives, and because birth partners need more support than is recognized, we target birth partners with a learning intervention. We investigate video games as a vehicle for knowledge transfer to the birth partner, both as currently available and as a positive learning tool. To address the problem of limited access to childbirth preparation methods, we investigated, designed, and evaluated two games: The Prepared Partner, an online Flash game, and Digital Birth, an iPhone application. Both games allow the user to practice various supportive actions in the realm of childbirth support for a mother in labor. We found that players of The Prepared Partner met learning goals while enjoying the game.

Author(s):  
Alexandra Holloway

In today's California, a mother's primary social support person in childbirth is her partner, guiding her through a multidimensional experience, helping her make sense of unforgettable emotions and sensations. Preparing the partner is an integral step to making sure that the mother is well-supported in her birth. Because the mother's experience is influenced by the support she receives, and because birth partners need more support than is recognized, we target birth partners with a learning intervention. We investigate video games as a vehicle for knowledge transfer to the birth partner, both as currently available and as a positive learning tool. To address the problem of limited access to childbirth preparation methods, we investigated, designed, and evaluated two games: The Prepared Partner, an online Flash game, and Digital Birth, an iPhone application. Both games allow the user to practice various supportive actions in the realm of childbirth support for a mother in labor. We found that players of The Prepared Partner met learning goals while enjoying the game.


Author(s):  
Alexandra Holloway

Childbirth is a complex and multidimensional experience for the mother, riddled with unforgettable emotions and sensations. In today’s cultural climate in California, a mother’s primary attendant for social support throughout labor is usually her partner. Preparing the partner is an integral step to making sure that the mother is well-supported in her birth. Because the mother’s experience is influenced by the support she receives, and because birth partners need more support than is recognized, the author targets birth partners with a learning intervention. The author investigates video games as a vehicle for knowledge transfer to the birth partner, both as currently available and as a positive learning tool. To address the problem of limited access to childbirth preparation methods, especially for under-served Californians, the author investigated, designed, created, and evaluated two tools: The Prepared Partner and Digital Birth. The Prepared Partner is an online Flash game, and Digital Birth is a free iPhone application that is still undergoing revision and testing. Both games allow the user to practice various supportive actions in the realm of childbirth support for a mother in labor. The author found that players met the learning goals due to The Prepared Partner, and answered positively on the survey questions about their enjoyment of the game.


Author(s):  
Anna Escofet Roig ◽  
Ma José Rubio Hurtado

The scope of this article is to analyze educational multimedia games from a gender perspective. Our society is changing, moving toward information and communication technologies (Castells, 1997). Schools are not exempt of this change and computers in the classroom begin to be common. This new learning tool needs to be critically evaluated by teachers. The gender construction in the world representations offered by educational multimedia should also be evaluated.


2017 ◽  
Vol 45 (2) ◽  
pp. 198-206 ◽  
Author(s):  
Mary L. Greaney ◽  
Elaine Puleo ◽  
Kim Sprunck-Harrild ◽  
Jess Haines ◽  
Serena C. Houghton ◽  
...  

Introduction. Social support is important for behavior change, and it may be particularly important for the complexities of changing multiple risk behaviors (MRB). Research is needed to determine if participants in an MRB intervention can be encouraged to activate their social network to aid their change efforts. Methods. Healthy Directions 2, a cluster-randomized controlled trial of an intervention conducted in two urban health centers, targeted five behaviors (physical activity, fruit and vegetable intake, red meat consumption, multivitamin use, and smoking). The self-guided intervention emphasized changing MRB simultaneously, focused on self-monitoring and action planning, and encouraged participants to seek support from social network members. An MRB score was calculated for each participant, with one point being assigned for each behavioral recommendation that was not met. Analyses were conducted to identify demographic and social contextual factors (e.g., interpersonal, neighborhood, and organizational resources) associated with seeking support and to determine if type and frequency of offered support were associated with changes in MRB score. Results. Half (49.6%) of participants identified a support person. Interpersonal resources were the only contextual factor that predicted engagement of a support person. Compared to individuals who did not seek support, those who identified one support person had 61% greater reduction in MRB score, and participants identifying multiple support persons had 100% greater reduction. Conclusion. Engagement of one’s social network leads to significantly greater change across multiple risk behaviors. Future research should explore strategies to address support need for individuals with limited interpersonal resources.


2015 ◽  
Vol 25 (9) ◽  
pp. 1028-1035 ◽  
Author(s):  
David S. Black ◽  
Michael J. Li ◽  
Ugonna Ihenacho ◽  
Nathalie T. Nguyen ◽  
Maria de Fatima Reyes ◽  
...  

Author(s):  
Varun M. Malhotra ◽  
Pratyush R. Kabra ◽  
Ritika Malhotra

Background: Present medicos belong to a generation called ‘Millennials’ or ‘Net Generation’. They spend less time reading, and are more comfortable in image-rich environments provided by New Media.  The objective of the study is to identify knowledge, attitudes and practices of medical students regarding video-games, with the aim of prompting community medicine teachers to consider serious games as a teaching-learning tool.Methods: The study was conducted among undergraduate medical students who self-administered a structured questionnaire eliciting their practices and attitudes regarding video-games, perceptions regarding impact of video-gaming on their academic performances and acceptability of serious games as a learning tool in community medicine.Results: A total of 255 medical students participated in the study, out of which 242 (94.9%) were current video-gamers. The students started playing video-games at a mean age of 11.72+3.63 years. Mobile phones were the commonest platform for video-gaming. The median duration of video-gaming was 150 minutes/week, with semi-inter-quartile range of 255 minutes.  57.4% of students reported that video-games helped them relax, while 26% felt that video-gaming increased their skills.  The study revealed that 43.6% students were aware of serious games and 22.7% had used them as a learning tool in last three months. Moreover, about 95% of medicos welcomed learning of community medicine through serious games.Conclusions: The study reveals that contemporary medical students are spending considerable time playing video-games. It also shows that the learner is willing to learn community medicine through serious games. The study prompts community medicine educationists to consider serious games as a teaching-learning tool.


Author(s):  
Aaron Gluck ◽  
Kwajo Boateng ◽  
Julian Brinkley

Video games are popular leisure and social activities; however, they often present accessibility issues for the community of gamers who are blind. While gaming technology has evolved, people who are blind still have limited access to commercially available accessible video games. Current accessible games tend to focus on auditory information to play, and none are available in virtual reality (VR). Accessible, fast-paced games have the development challenge of providing players useful information in time to make split-second decisions. We developed Racing in the Dark, a fast-paced, accessible VR racing game for the Oculus Quest, exploring commercial VR interfaces to provide this critical information. By leveraging the Quest’s built-in haptic, tracking, auditory, and voice systems, we provide players with a non-visual car racing experience. This work aims to offer insight into the process of developing accessible VR games for gamers who are blind through the implementation of Racing in the Dark.


Author(s):  
Jerremie Clyde ◽  
Glenn Wilkinson

This paper contrasts the importance of procedural rhetoric for the use of games in university and college level historical education with the use of history themed digital simulations. This paper starts by examining how history functions as a form of disciplinary knowledge and how this disciplinary way of knowing things is taught in the post secondary history course. The manner in which history is taught is contrasted with its evaluation to better define what students are actually expected to learn. The simulation is then examined in light of learning goals and evaluation. This demonstrates that simulations are a poor fit for most post secondary history courses. The more appropriate and effective choice is to construct the past via procedural rhetoric as a way to use digital video games to make the historical argument.


2011 ◽  
pp. 589-594
Author(s):  
Anna Escofet Roig ◽  
Ma Jose´ Rubio Hurtado

The scope of this article is to analyze educational multimedia games from a gender perspective. Our society is changing, moving toward information and communication technologies (Castells, 1997). Schools are not exempt of this change and computers in the classroom begin to be common. This new learning tool needs to be critically evaluated by teachers. The gender construction in the world representations offered by educational multimedia should also be evaluated.


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