MétaCan
Menu
Back to cohort
Record W2727521938 · doi:10.1093/geroni/igx004.1265

GAMIFICATION OF DEMENTIA EDUCATION IN ACUTE CARE

2017· article· en· W2727521938 on OpenAlexaff
Doris Bohl, Lillian Hung, Jenifer Tabamo, S. Sandhu, S. Vajihollahi

Bibliographic record

VenueInnovation in Aging · 2017
Typearticle
Languageen
FieldPsychology
TopicHealth and Well-being Studies
Canadian institutionsLangara CollegeUniversity of British ColumbiaVancouver General Hospital
Fundersnot available
KeywordsThematic analysisSurpriseDementiaIntervention (counseling)PsychologyContext (archaeology)Medical educationNursingFocus groupApplied psychologyMedicineQualitative researchSocial psychology

Abstract

fetched live from OpenAlex

Background: About 40% of older people in general hospitals have dementia, and evidence showed that hospitalization has detrimental effects on people with dementia. Hospital leaders are challenged to engage staff in change of attitudes, knowledge and culture to meet the changing needs of patient population. This poster presents a project of using gamification to achieve the goal of motivating staff engagement and passion to improve care of patients with dementia. Methods: We used qualitative methods to investigate the benefits and challenges of using gamification in staff education for dementia care. Gamification refers to applying game thinking to non-game context to make learning more exciting, fun and effective. Our intervention focused on game dynamics such as receiving rewards, recognition, social experience and appreciation. Staff received surprise prizes when they completed various games in two fun fairs. These included virtual badges, recognition from clinical leaders and points redeemable for prizes. The fun fairs were videotaped, and the video data were co-analyzed by staff and the researchers in focus groups. Thematic analysis was conducted. Results: The results of the education intervention included three themes: (a) games reinforced previous learned knowledge in dementia care; (b) healthy competitions among staff created fun learning experiences; (c) collective learning inspired commitment to actions. Conclusion: Our findings suggest that gamification could tap into both extrinsic and intrinsic motivations and has potential to increase sustained staff behavioural change.

Fetched live from OpenAlex and de-inverted. Abstracts are not stored in this database: the inverted indexes are 8.6 GB of the frame’s 9.3 GB of text, and the host has 13 GB free.

How this classification was reachedexpand

Full frame machine prediction

Teacher imitation

Not calibrated prevalence, not ground truth. Human validation pending. The Gemma side is a direct model label for every work in the frame, read from the title-only record. The Codex side is a classifier learned from the 10,348 direct Codex labels and calibrated to design-weighted sample rates; fields without enough sample support carry no Codex call. Candidate is the union of the two sides; consensus is their intersection. These outputs are machine_predicted_unvalidated and are not human labels.

metaresearch head score (Codex)0.004
metaresearch head score (Gemma)0.009
Version: metacan-v3-hybrid-931329e0061cValidation status: machine_predicted_unvalidated
Candidate categoriesnone
Consensus categoriesnone
DomainCandidate signal: none · Consensus signal: none
Study designCandidate signal: Not applicable · Consensus signal: none
GenreCandidate signal: Other · Consensus signal: none
Teacher disagreement score0.006
Threshold uncertainty score0.020

Distilled classifier scores by category (both heads)

CategoryCodexGemma
Metaresearch0.0040.009
Meta-epidemiology (narrow)0.0010.000
Meta-epidemiology (broad)0.0010.001
Bibliometrics0.0010.000
Science and technology studies0.0010.001
Scholarly communication0.0020.001
Open science0.0010.003
Research integrity0.0010.001
Insufficient payload (model declined to judge)0.0060.000

Machine scores (provisional)

The two teacher heads of the student model, read on this work. A score orders the frame for review; it never asserts a category, and the validation status ships verbatim with every row.

Baseline scores from an immature model (maturity gate not passed, 7 training rounds). Scores rank; they never assert a category.

Opus teacher head0.033
GPT teacher head0.412
Teacher spread0.379 · how far apart the two teachers sit on this one work
Validation statusscore_only:v0-immature-baseline · verbatim from the scoring run: score_only means the number may rank works, and no category label ships from it

Classification

machine, unvalidated

Machine predicted; a candidate call from one source (direct Gemma or distilled Codex), not a consensus.

The models applied no category: nothing in the taxonomy fit this work.
Study designNot applicable
Domainnot available
GenreOther

How this classification was reached, model by model and score by score, is at the end of the page under "How this classification was reached".

Quick stats

Citations0
Published2017
Admission routes1
Has abstractyes

Explore more

Same venueInnovation in AgingSame topicHealth and Well-being StudiesFrench-language works237,207