Search results for "MIF"

showing 10 items of 246 documents

Utilización de Kahoot! en las clases teóricas de Anatomía Patológica: mejorando la motivación e interacción en la docencia virtual

2021

[EN] Faced with the COVID-19 pandemic situation, education has had to adapt to online teaching, trying to preserve the essential student-teacher interaction. In this project we used the interactive tool Kahoot! in the theory lectures of Special Anatomical Pathology of the Degree in Medicine, which were fully taught online. The games consisted of questions about the lesson´s contents, to strengthen learning and self-evaluation. After playing Kahoot!, results were discussed to highlight important concepts and explain doubts. The perception of the students was evaluated through an online survey. The results indicate that using Kahoot! in the theory classes has been very satisfactory and has en…

Innovación educativaMotivationInteractionEvaluaciónAssessmentGamificationKahoot!GamificaciónInteracciónEducación superiorActive methodologiesEnseñanza superiorMotivaciónTecnologías y educaciónMetodologías activas
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Aplicación del KAHOOT para la mejora de la adquisición de los objetivos del aprendizaje en el alumnado de Fisiología de los órganos del lenguaje y la…

2018

[EN] One of the most used applications as a strategy of gamification in the classroom for the improvement of the learning process is KAHOOT. However, there are not many studies that have evaluated the repercussion of the application of sessions of this game at the end of the subject in the results of the final evaluation. In this way, the application of two complete sessions of KAHOOT was carried out at the end of the subject "Physiology of the Organs of Language and Hearing" of the Degree in Speech Pathology of the Universitat de València (course 2016-2017), with the objective of reviewing the contents related to the learning objectives of the subject. Two questionnaires, one for each sess…

Innovación educativaResultados de evaluaciónContenidosGamificaciónEducación superiorEnseñanza superiorProceso de aprendizajeMotivaciónTecnologías y educaciónAplicación webPsychologyHumanitiesCuestionario
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Gamificación como herramienta docente aplicada a las tutorías de grupo en la Educación Superior

2019

[EN] Our general objective consists in using gamification as a teaching tool in order to get a higher level of students’ involvement in the tutorials, as well as, increasing the motivation to learn Pathophysiology in the Pharmacy Degree. Not all the students groups are uniform, and also the teachers have nonconscious prejudices for each group. Hence, every student group has its own idiosyncrasy. We have the hypothesis that the game can give us really valuable information to let us develop suitable teaching techniques to enhance the motivation for each particular group. Games offers a more relaxed scenario compared to master class or exam, therefore we can ask questions as a team contest tha…

Innovación educativaTutoríasMotivationActive learningTutorialsEducational innovationInnovación educacionalIntervención educacionalEducational interventionDocencia universitariaGamificationAprendizaje activoGamificaciónUniversity teachingEducación superiorEnseñanza superiorMotivaciónTecnologías y educación
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creación de relatos digitales no lineales como herramienta intercultural en el ámbito de la filología francesa

2021

Este artículo aborda la importancia de la gamificación como forma de innovación docente en contextos universitarios, concretamente en la docencia de lengua y literatura francesas, para nuestro alumnado nativo digital. La creación de serious games pueden incentivarlo, generando una participación activa en la materia y mejores resultados académicos. Concretamente, la creación de ficciones interactivas basadas en hipertextos a través de una herramienta bastante novedosa llamada Twine, nos ha llevado a realizar talleres en clase de TICE en el Grado de LML de la UV con asombrosos resultados. Vamos a analizarlos y a ofrecer ejemplos didácticos para implementar esta herramienta en el aula en conte…

Interactive fictionTwinePsychiatry and Mental healthNeuropsychology and Physiological PsychologyPhilologie françaiseLingüísticaFiction interactive:8- Lingüística y literatura::80 - Cuestiones generales relativas a la lingüística y literatura. Filología [CDU]Interactive fictionGamificationHumanitiesFrench fhilologyAnales de Filología Francesa
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Mental health service users' and professionals' relationship with games and gaming

2017

Background Games and elements of gamification can be utilized in mental healthcare to provide customized interventions for the service users. However, very little evidence exists as to what kind of experiences service users and professionals have towards games and gaming, and what their perceptions of the phenomenon are. This sort of information is needed to help professionals put game-based interventions actively into practice in mental health services. Research objectives The objective is to describe the experiences and perceptions of digital games and gaming from the perspectives of mental health service users and mental health professionals. Methods In this qualitative study, data consi…

Internet privacyPsychological interventionHealth Informaticslcsh:Computer applications to medicine. Medical informaticsservice userMental health serviceMental healthcarepelillistäminenmielenterveysHealth Information Managementhealth professionalsgame-based interventionService userta518gamingtietokonepelithealth professionalOriginal Researchta113Health professionalsbusiness.industryHealth PolicyComputingMilieux_PERSONALCOMPUTINGta3141mental health servicesGamificationta3124Computer Science Applicationslcsh:R858-859.7mielenterveyspalvelutbusinessPsychologyverkkopelitdigitaaliset pelitDIGITAL HEALTH
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Gabapentin in the treatment of hemifacial spasm

2001

Objectives To evaluate the efficacy of gabapentin in the treatment of hemifacial spasm. Material and methods Twenty-three patients with hemifacial spasm not suitable for surgery or therapy with botulinum toxin were treated with gabapentin. The main efficacy parameter was the percentage of spasm reduction. Results A clinically significant reduction of spasms was obtained by 16 patients. Conclusion Gabapentin was effective and safe in reducing hemifacial spasm in 16 out 23 (69.6%) patients.

Involuntary movementChemotherapymedicine.medical_specialtyGabapentinbusiness.industrymedicine.medical_treatmentTreatment outcomeGeneral Medicinemedicine.diseaseBotulinum toxinnervous system diseasesSurgerybody regionsClinical trialstomatognathic diseasesAnticonvulsantNeurologyAnesthesiaotorhinolaryngologic diseasesMedicinecardiovascular diseasesNeurology (clinical)businessHemifacial spasmmedicine.drugActa Neurologica Scandinavica
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Why Do Teachers Use Game-Based Learning Technologies? The Role of Individual and Institutional ICT Readiness

2015

This paper investigates how different individual and institutional factors pertaining to ICT readiness influence teachers’ adoption of game-based learning technologies. The data were gathered from Finnish primary, lower secondary and upper secondary school teachers (N=1668) with an online survey. The results indicate that openness towards ICT, ICT attitude and the ICT compatibility with teaching positively influence the perceived value whereas openness towards ICT, supportive organizational ICT culture, ICT selfefficacy and ICT compatibility with teaching positively influenced the actual use of game-based learning technologies. However, the structural model could explain only little of the …

Knowledge managementserious gameskoulutusteknologiamedia_common.quotation_subjectGame based learningeducational technologySchool teacherspelillistäminentechnology acceptanceOpenness to experienceta516gamificationadoptione-learningActual usemedia_commonta113Secondary levelVariablesbusiness.industryInformation technologyadoptiogame-based learninghyötypelitInformation and Communications TechnologybusinessPsychology
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MIF rs755622 and IL6 rs1800795 Are Implied in Genetic Susceptibility to End-Stage Renal Disease (ESRD)

2022

Chronic kidney disease (CKD) is characterized by an increased risk of kidney failure and end-stage renal disease (ESRD). Aging and comorbidities as cardiovascular diseases, metabolic disorders, infectious diseases, or tumors, might increase the risk of dialysis. In addition, genetic susceptibility factors might modulate kidney damage evolution. We have analyzed, in a group of ESRD patients and matched controls, a set of SNPs of genes (Klotho rs577912, rs564481, rs9536314; FGF23 rs7955866; IGF1 rs35767; TNFA rs1800629; IL6 rs1800795; MIF rs755622, rs1007888) chosen in relation to their possible involvement with renal disease and concomitant pathologies. Analysis of the raw data did indicate …

MIF; IL6; SNP; CKD; ESRDMIFGeneticsCKDSNPSettore MED/05 - Patologia ClinicaESRDurologic and male genital diseasesGenetics (clinical)female genital diseases and pregnancy complicationsIL6
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Tangibot: A collaborative multiplayer game for pediatric patients

2019

[EN] Background Previous research has studied the effects of games in pediatric wards, but none of it has focused on the impact of the hospital¿s school staff on the psychosocial state of the children nor on the gameplay itself. Objectives To present the Tangibot application and evaluate its impact on the children¿s psychosocial state in the short term and the impact of the teacher on their psychosocial state, communications and coordination during the activity. Methods A study was conducted in a hospital classroom with 20 participants, who participated twice in the game: one with the teacher playing along and another without her. An observational scale was used by two evaluators in order t…

Male020205 medical informaticsmedia_common.quotation_subjecteducationApplied psychologyHealth Informatics02 engineering and technologyUser-Computer Interface03 medical and health sciencesChildren hospitalization0302 clinical medicineGame TheoryAffection0202 electrical engineering electronic engineering information engineeringmedicineHumansTime management030212 general & internal medicineMultiplayer gameCooperative BehaviorChildmedia_commonPediatric socializationCommunicationTeachingRehabilitationSocializationSocializationBoredomGamificationHospitalizationVideo GamesFeelingChild PreschoolFemaleObservational studymedicine.symptomPsychologyLENGUAJES Y SISTEMAS INFORMATICOSPsychosocialInternational Journal of Medical Informatics
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Lung autophagic response following exposure of mice to whole body irradiation, with and without amifostine

2010

Research highlights: {yields} We investigated the effect 6 Gy of WBI on the autophagic machinery of normal mouse lung. {yields} Irradiation induces dysfunction of the autophagic machinery in normal lung, characterized by decreased transcription of the LC3A/Beclin-1 mRNA and accumulation of the LC3A, and p62 proteins. {yields} The membrane bound LC3A-II protein levels increased in the cytosolic fraction (not in the pellet), contrasting the patterns noted after starvation-induced autophagy. {yields} Administration of amifostine, reversed all the LC3A and p62 findings, suggesting protection of the normal autophagic function. -- Abstract: Purpose: The effect of ionizing irradiation on the autop…

MaleAutophagosomemedicine.medical_specialtyATG8BiophysicsRadiation-Protective AgentsBiologyBiochemistryMiceAmifostineInternal medicineAutophagymedicineAnimalsta315LungMolecular BiologyRegulation of gene expressionMice Inbred BALB CMessenger RNAAutophagyCell BiologyAmifostineBlotEndocrinologyBiochemistryGamma RaysStarvationBeclin-1Apoptosis Regulatory ProteinsMicrotubule-Associated ProteinsTranscription Factor TFIIHWhole-Body IrradiationMAP1LC3ATranscription Factorsmedicine.drugBiochemical and Biophysical Research Communications
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