• Title/Summary/Keyword: Digital interventions

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A Literature Review on the Evaluation of and Interventions for Children's Motor Function (아동의 운동기능 평가 및 중재방법에 관한 문헌 고찰)

  • Sa, Jae-Deok;Park, Hae Yean
    • Therapeutic Science for Rehabilitation
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    • v.10 no.2
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    • pp.53-74
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    • 2021
  • Objective : The purpose of this study was to examine foreign literature on the evaluation and interventions for motor functions in children. Methods : Studies in this review were identified by searching the PubMed, Cochrane Library (Embase) databases from those published form January 2010 to March 2020 using the following keywords: "motor function test" or "motor function measure" or "movement assessment" or "motor proficiency test" or "motor scale" or "motor skill" and children. Results : Of the total 37 identified studies, 14 analyzed evaluations, 23 analyzed interventions, all of which were randomized control trials. Studies on evaluations were increasingly more common, in contrast to studies on interventions for motor functions. The most frequent field of research was rehabilitation. The studies on evaluations included the AIMS and MABC-II, and GMFM was the most frequently used intervention. Interventions were most commonly used in task-oriented training (six studies). Conclusion : This study aimed to provide a basis for therapists to choose effective motor function evaluation and interventions for clinical trials by analyzing studies related to interventions for and evaluation of motor function in children.

A Review on Cognitive Assessment and Rehabilitation for the Elderly Using Gamification Elements in Digital Applications: Focusing on Studies from 2015 to 2024 (디지털 애플리케이션과 게이미피케이션 요소를 활용한 고령자 인지 평가와 인지재활에 관한 문헌 고찰: 2015년부터 2024년의 연구를 중심으로)

  • Haewon Byeon
    • Journal of Advanced Technology Convergence
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    • v.3 no.3
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    • pp.37-45
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    • 2024
  • This study reviews the literature on the utilization of gamification elements in digital applications for cognitive assessment and rehabilitation of the elderly, focusing on both domestic and international research from 2015 to 2024. Following the PRISMA methodology, inclusion and exclusion criteria were applied to align with the research objectives. Out of 1,718 initial studies, 18 were ultimately analyzed after a screening and filtering process. The results of this literature review indicate a growing interest in cognitive training and other interventions aimed at mitigating cognitive decline among the elderly. Additionally, it was found that the gamification elements of digital applications are effective in engaging elderly users and improving cognitive functions such as memory, attention, and executive function. The findings of this study suggest that integrating gamification elements can enhance user engagement and provide practical solutions for cognitive health management. Further research is needed to explore the long-term effects and broader applicability of these digital interventions.

Horticultural Activity Interventions and Outcomes: A Review

  • Park, Sin-Ae;Lee, A-Young;Lee, Geung-Joo;Kim, Dae-Sik;Kim, Wan Soon;Shoemaker, Candice A.;Son, Ki-Cheol
    • Horticultural Science & Technology
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    • v.34 no.4
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    • pp.513-527
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    • 2016
  • The objective of the present study was to review the current research about the outcomes of horticultural activity interventions in order to determine research trends and analyze the characteristics of horticultural activity interventions. We reviewed the literature using search engines such as the Web of Science, Proquest Dissertation and Theses, Academic Search Premier, Research Information sharing Service, and Korean National Assembly Digital Library to locate journal articles that include relevant search terms (e.g., gardening activity, gardening program, allotment garden, urban agriculture, horticultural therapy, and horticultural activity). We initially identified 14,414 journal articles that were published before April 2014 and selected 509 of the papers for review. We found that studies investigating treating children and adults 8 to 64 years old were the most common, and horticultural activities such as gardening outdoors, planting indoors, making crafts with live plants, arranging flowers, making crafts with artificial or pressed flowers, and other activities were usually combined. Short/medium term (11 to 20 sessions) horticultural activity programs were the most frequent, and most interventions were of medium duration (> 60 min to 120 min). Most of the studies focused on the psychological or emotional effects of horticultural intervention, such as its effects on emotional intelligence, self-esteem, stress, and depression. Further studies are needed to analyze the research methodology, specific outcomes, and strengths or weaknesses of studies investigating horticultural activity interventions.

A Study on the Serious Games Design Framework via Potential Outcomes - Focused on Construal Level Interventions

  • Lee, Hye Rim;Jeong, Eui Jun
    • International Journal of Contents
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    • v.10 no.4
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    • pp.53-62
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    • 2014
  • Although many studies have considered the outcomes and impacts of serious games, little is known about the factors which affect a user's perception or interpretation in games during the process of decision making from theoretical perspectives. This study aimed to explore the process of user perception from the perspective of construal level theory, and to suggest a theoretical design approach for the development of effective serious games. In the current study, cognitive and affective learning outcomes were articulated through literature review and synthesized into a series of assumptions with persuasive and educational aspects in serious games. Serious games reflect the potential of the game mechanism for changing players' perception, and helping with knowledge acquisition of the users. The potential to use construal level theory for effective serious games interventions was suggested, and a Serious Games Design Framework was proposed via potential outcomes from recent advanced research. Finally, implications of the application of the suggested model with various-related purposes and directions for future research were discussed. The model could be useful not only for game researchers and designers, but also for game marketers in attracting potential consumers.

The effect of digital literacy on depressive symptoms among older Korean women: a mediation analysis focusing on the role of social support (여성 노인의 디지털 정보활용능력이 우울에 미치는 영향: 사회적 지지의 매개 효과를 중심으로)

  • Ahyoung Lee;Soondool Chung
    • Women's Health Nursing
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    • v.29 no.3
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    • pp.200-207
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    • 2023
  • Purpose: The purpose of this study was to investigate the relationship between digital literacy and depressive symptoms, as well as the mediating role of social support in this relationship, among older women (60 years and older) in Korea. Methods: This study analyzed data from the User Experience Evaluation Survey, which was conducted by the Ewha Institute for Age Integration Research to improve the accessibility of digital information for older adults research from May to September 2020. Survey data on depressive symptoms, digital literacy, and social support were analyzed using descriptive statistics, Pearson correlation coefficients, and multiple regression. Results: The factors influencing depressive symptoms among older women included work status (B=-.19, p=.01), social support (B=-.17, p<.001), self-rated health (B=-.13, p=.003), and digital literacy (B=-.10, p=.005), which had an explanatory power of 33%. In addition, social support played a mediating role in the relationship between digital literacy and depressive symptoms (B=-.05, SE=.02; 95% CI, -.09 to -.02). Conclusion: The findings of this study support the need to develop and apply interventions that promote digital literacy among older women to mitigate depressive symptoms by increasing social support.

Effects of Nature-Based Programs for Workers in Korea: A Systematic Review

  • Shin, Jong-Yeon;Shin, Won-Sop
    • Journal of People, Plants, and Environment
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    • v.23 no.2
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    • pp.125-138
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    • 2020
  • The aim of this study was to review previous literature to determine the effects of nature-based program for workers. This systematic review was conducted in accordance with National Evidence-based Healthcare Collaborating Agency's guidance for undertaking systematic reviews for intervention. Literature search was performed using National Assembly Digital Library, Korean Studies Information Service System, and Korea Education & Research Information Service for literature published until March 2019. The participants were full-time workers, and intervention of nature-based programs was conducted in the outdoor, indoor, and indirect nature contact exposures, with comparators in the control group who did not receive the treatment. The results showed that the programs were effective in physical, psychological, and social health. The methodological quality of randomized controlled trials (RCT) was assessed using the Cochrane Risk of Bias(RoB) tool, while non-randomized controlled trials (N-RCT) were assessed using the Cochrane Risk of bias assessment tool for non-randomized studuies (RoBANS). A total of 16 studies were selected for assessment: two RCTs, 10 N-RCTs, and four one-group pretest-posttest designs. Most interventions were provided at the workplace and in the community. There were many kinds of nature-based interventions, and forest therapy and horticultural therapy programs were most common. Various interventions for workers effectively improved job stress, depression, serum cortisol and stress-response. However, the included studies lacked methodological rigor. Future research is needed to evaluate the long-term effectiveness of nature-based programs for workers using rigorous research designs.

A Study on the Acceptance of Digital Financial Services Technology for Older Adults: Focusing on the Senior Technology Acceptance Model (고령자의 디지털금융서비스 기술수용 연구: 고령자 기술수용모형(STAM)을 중심으로)

  • Myeong-A Park;Hyun-Joo Lee;Hey-Ri Shin;Young-Sun Kim
    • Journal of Information Technology Applications and Management
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    • v.31 no.3
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    • pp.119-147
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    • 2024
  • This study aims to analyze older adults's intention to use digital financial services. To verify the purpose, the '2022 Korean Senior Technology Acceptance Panel Survey' data were used. And a shortened Senior Technology Acceptance Model(STAM) reflecting the characteristics of older adults was applied. The results of Structural Equation Model analysis are as follows. First, the lower gerontechnology anxiety, the higher control beliefs reflecting perceived ease of use, self-efficacy and facilitating conditions and the intention to use digital financial services. Second, the health factor had a positive effect on the control beliefs. Third, the higher the control beliefs, the higher the attitudinal beliefs reflecting perceived usefulness and attitude and the intention to use digital financial services. Lastly, the higher attitudinal beliefs, the higher the intention to use digital financial services. The results suggest the need for interventions that can relieve gerontechnology anxiety and strengthen positive perceptions about control beliefs and attitudinal beliefs in order to increase older adults's intention to use digital financial services.

Do Therapeutic Interventions Exist in Online Games? Effects of Therapeutic Catharsis, Online Game Self-Efficacy, and Life Self-Efficacy on Depression, Loneliness, and Aggression

  • Lee, Hye Rim;Jeong, Eui Jun
    • International Journal of Contents
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    • v.14 no.1
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    • pp.12-17
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    • 2018
  • This study explored potential therapeutic mechanisms of playing preferred online games as predictors of therapeutic interventions for players' psychosocial factors (i.e., aggression, depression, and loneliness). Based on theories of catharsis, the generic model of psychotherapy, we took a therapeutic approach to integrate these perspectives. We created a path model describing how therapeutic catharsis-seeking, online game self-efficacy, and life self-efficacy were associated with psychosocial factors of aggression, depression, and loneliness, including generalized sub-constructs of each factor as multi-dimensional sources. We analyzed the path model using data of 1,227 online game players in Korea. Our results indicated that therapeutic catharsis-seeking could alleviate aggression via favorite game playing. Life self-efficacy was a primary predictor for alleviating depression and loneliness. However, online game self-efficacy was positively associated with depression and loneliness. Implications of these findings are discussed.

Effectiveness Analysis of Computer Science Textbooks focusing on Digital Therapeutics

  • Eunsun Choi;Namje Park
    • Journal of Internet Computing and Services
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    • v.25 no.3
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    • pp.9-18
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    • 2024
  • Digital therapy has emerged as a novel treatment modality, propelled by advancements in information and communication technology. In the last five years, there has been a substantial surge in research publications addressing digital therapeutics (DTx) interventions, signaling a sustained upward trajectory in this field. The dynamic nature of computer science, marked by continuous innovation and development, underscores the need for agile adaptation to rapid changes. Consequently, computer science education is compelled to offer students insights into the latest trends. This research endeavors to contribute to the evolving landscape by developing textbooks that impart knowledge about DTx, an integration of information technology. The study focuses on the application of these textbooks to elementary and middle school students in South Korea. The instructional materials have been carefully organized to enable students to learn about the principle of Attention Deficit Hyperactivity Disorder (ADHD) DTx at the elementary level and the DTx that can prevent and address the digital drama at the middle school level. Based on the application of the textbook, students who received instruction using the textbook showed statistically significant improvements in all subcategories of creative problem-solving ability, including idea modification, visualization, task focus, analogy, idea generation, and elaboration (p<.01). Additionally, there were statistically significant changes in students' self-efficacy before and after using the textbook, with negative efficacy decreasing, and positive efficacy and social efficacy increasing (p<.001).

Effect of Exercise Intervention on Craniovertebral Angle and Neck Pain in Individuals With Forward Head Posture in South Korea: Literature Review

  • Gyu-hyun Han;Chung-hwi Yi;Seo-hyun Kim;Su-bin Kim
    • Physical Therapy Korea
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    • v.30 no.4
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    • pp.261-267
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    • 2023
  • Forward head posture (FHP) is a musculoskeletal disorder that causes neck pain. Several exercise interventions have been used in South Korea to improve craniovertebral angle (CVA) and relieve neck pain. There has been no domestic literature review study over the past 5 years that has investigated trends and effects of exercise intervention methods for CVA with neck pain. This domestic literature review aimed to evaluate the trends and effects of exercise interventions on CVA and neck pain in persons with FHP. A review of domestic literature published in Korean or English language between 2018 and 2022 was performed. Literature search was conducted on Google Scholar and Korea Citation Index by using the following keywords: "exercise," "exercise therapy," "exercise program," "forward head posture," and "neck pain." Ten studies were included in this review. All of the studies showed positive improvements after intervention programs that included exercises. Notably, four of these studies demonstrated significant differences in results between the experimental and control groups. Among the 10 studies, nine measured visual analogue scale or numerical rating scale scores and reported significant reductions in pain following interventions, including exercise programs. Five of these studies showed significant differences in results between the experimental and control groups. Furthermore, six studies that used neck disability index exhibited a significant decrease in symptoms after implementing intervention programs that included exercise, and significant differences in results were found between the experimental and control groups. This domestic literature review provides consistent evidence to support the application of various exercise intervention programs to improve CVA and relieve neck pain from FHP. Further studies are warranted to review the effects of various exercise interventions on FHP reported not only in domestic but also in international literature.