Introduction
When receiving this assignment, my interest fell towards patient interactive systems. I am intrigued with advanced technology and its role in providing patient positive outcomes. In my current area of work, Labor and Delivery, we have come a long way over the years with technology. For patients, there is a wireless electronic fetal monitor called the Monica, which makes it easy for the mother to change positions while in labor, without her nurse adjusting the monitor (Monica Healthcare, 2015).
In the nursing, a variety of technology is utilized within the hospital. For example, computerized charting, computerized monitoring, scanning medications, scanning laboratory medications, and teaching is interactive via the television for the patient and simulation models for the staff. I enjoy technology and with the intervention
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The purpose was to provide more evidence that virtual reality games provide effective poststroke rehabilitation (Saposnik et al., 2010).
Sample size and sampling method. The clinical trial consisted of two parallel groups which involved 110 screened participants with only 22 qualifying for the study. All participants were within the ages of 18-85 with a stroke within the last 6 months (Saposnik et al., 2010).
Measurement. Saposnik et al. (2010) measured results using the Wolf Motor function test, box and block test, and the stroke impact scale at 4 weeks after the intervention was used.
Intervention. The intervention used was the gaming system called Wii versus recreational games like Jenga, Bingo, and card games. With the Wii, arm movements with shoulder and elbow flexion, rotation, and extension were involved. Also, wrist supination and pronation, flexion and extension, as well as thumb flexion were used. The recreational activities, with no technology, involved the same areas. A total of eight intervention sessions were performed with Wii or traditional recreational therapy over 14 days (Saposnik et al.,
Through a critical examination, we will identify recent research concerning VR applications in therapeutic and rehabilitation settings, and we will subsequently provide a series of potentialities that will serve Kaiser
Case Scenario 6 – Caesarean section – patient choice Delivery by a Caesarean section has become more common over the last several years for a number of various reasons. The old saying “once a c-section, always a c-section”, however, no longer is true. Many women who have had a baby by Caesarean section could deliver their next child vaginally if they so choose. In this case scenario, clinicians are confident that the labour would progress without a complication and that there would not be a need for a Caesarian section. However, the clinician’s opinion conflicts with the mother’s wish to have a C-section.
He insisted that he was only able to because of the knowledge he gained from the game America’s Army (65). Players of video games can gain knowledge and information that can be applied in the real world, such as with the situation that Galvanek found himself in. Without his prior play time, the victims of the collision could have died. In addition, according to Guarini, video games have helped stroke victims recover quicker than those who did traditional rehabilitation exercises. Benefits of this were increased hand strength, double the arm movement and use, and the use of “goal-directed” movements instead of repetitive exercises (Guarini).
Thank you for your time and interest regarding my post on Bobath. In the same corollary, systemic review of RCTs in 2009 done by Kollen et al covering seven domains (sensorimotor control of the upper and lower limb; sitting and standing balance control and dexterity; mobility; ADLs; health quality of life and cost effectiveness) concluded that there is no evidence that Bobath treatment is superior to other treatments but the study went further, stating that there was no evidence that any other treatment was superior to Bobath either. Also, a more recent Cochrane Collaboration systemic review on April 2014 concluded that no one physical therapy method was more effective than any other approach in treatment of patients with stroke (Pollock
Your statements humble me. Thank you for your time reading my posts. Truly my first indoctrination regarding Bobath was in my pre-clinical days. At that time we have been introduced to the reflex inhibiting patterns and the use of key points of control in our interventions with stroke patients (Bobath, 1990).
Video games exercise the brain which is a useful function. In one study, Professor Simone Kuhn from the Max-Planck Institute of Human Development, in Berlin, used f MRI (functional MRI) technology to study the effects of video games on the brain. The results showed that three areas of the brain had grown, specifically the prefrontal cortex, right hippo campus and cerebellum which encompasses in navigation and fine motor control (BBC News, 2017).With this, it shows that video games exercise and amp the human
As technology continues to grow and grow, things like video games are becoming a larger part of everyday life. Inventions like mobile apps, game consoles, and online games are becoming more frequent than ever and some people are concerned. Neurologists and psychologists alike have come to the same conclusion that video games are “addictive”. Others, however, believe that the large usage of video games is completely normal and in some ways it can even be beneficial. This debate has been argued over for years, but there is one side that seems to overcome the other.
However, with the use of new technology, the nurse can monitor the patient and all conditions away from the patient room. A sensor detects any adjustments and notifies the
In addition, the structure of today 's video games requires certain types of learning that are very helpful to students, specifically computer skills. This proves, that kids are gaining new knowledge from these games. They also improve hand-eye coordination, and raises players’ self-esteem. The article (Wiley 2016) Science Daily states, “Gaming use was associated with better function in brain circuits critical for learning based on the acquisition of new skills through practice.”
Firstly, video games improves our interaction skills which is the ability to catch, kick, and throw. ISABEL GRANIC is a Professor and chairman in the developmental psychopathology department, in the behavioural science institute at RadBoud University. She did a research where she studied the difference between the attitude of a group of people who didn’t play video games and another group of people who played interaction video games. She saw that the people who have played video games seems to have much faster
The Impact of Video Games on the Brain Video games can be a distraction to the brain but can also be helpful to the brain. After reading the journal article, I have noticed there are a lot of pros and cons when it comes to game playing. There are a lot of research as to why video games are harmful. Two of the advantages are it helps with decision making and object tracking. (Han & Renshaw, 2011).
Different types of games are popular these days and among these games the more violent video games and characters used in these games put a very negative image on young minds of children. Types of video games: In the early days video games are designed only for children’s fun and entertainment but now a day the situation is completely different. Research says, some video games may help the development of fine motor skills and in coordination, but many says about the negative effects of video games. The effects can be express as inactivity, anti-social behaviour and violence.
According to the authors Bavelier and Green (2011), there is a lack of firmly base established standards to test the impact of video games on the brain. Several researchers have studied this topic and formed an opinion based on their own guidelines or used the criteria of a closely related 'addiction'. As of 2011 when Brains on Video Games was published, there were no set guidelines for defining an 'addiction' to video games. The authors' approach to defining, testing, classifying and clarifying the impact of gaming are substantially different however there are similarities. All of the authors do agree that an impact takes place on the brain as a result of gaming, but the level and whether the impact is negative or positive is uncertain.
1. What are the image issues in this case? Mary Wilson as a director of Marketing and Communications in Margaret’s General Hospital has to improve the image because it is in critical position. It is not essay to increase the visibility of the hospital because its location with three strong competitors. In order to compete, St. Margaret’s Hospital must raise its public visibility and awareness so that customers and potential customers are aware of the services that are offered and why these services set the hospital apart from their competition.
Playing violent video games in a wide range at a “pathological” level that causes damage to family, social, school functioning. Because of addiction of playing video games will a cause of bad effects on children’s health like obesity, video induced seizures and postural, skeletal and muscular disorder such as tendonitis, nerve contraction and carpal tunnel syndrome. Research say that addiction to video games increase he depression and anxiety level. It also exhibit social prohibits and it is not surprising that video