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Many icebreaker games are intended to help a group to begin the process of forming themselves into a team or teams. Some teamwork icebreakers, such as building activities, aid group dynamics by building trust, communication, and the ability to work together. Party (fun) icebreakers Party icebreakers introduce guests to one another.
Video game rehabilitation is a process of using common video game consoles and methodology to target and improve physical and mental weaknesses through therapeutic processes. Video games are becoming an integral part of occupational therapy practice in acute, rehabilitation, and community settings. [1]
The term virtual patient is used to describe interactive computer simulations used in health care education [1] to train students on clinical processes such as making diagnoses and therapeutic decisions. [2] Virtual patients attempt to combine modern technologies and game-based learning to facilitate education, and complement real clinical ...
The Patient-Reported Outcomes Measurement Information System [1] (PROMIS) provides clinicians and researchers access to reliable, valid, and flexible measures of health status that assess physical, mental, and social well–being from the patient perspective. PROMIS measures are standardized, allowing for assessment of many patient-reported ...
Social group work and group psychotherapy have primarily developed along parallel paths. Where the roots of contemporary group psychotherapy are often traced to the group education classes of tuberculosis patients conducted by Joseph Pratt in 1906, the exact birth of social group work can not be easily identified (Kaiser, 1958; Schleidlinger, 2000; Wilson, 1976).
The original Re-Mission game was released in 2006 as a Microsoft Windows based third-person shooter based in the serious games genre. In Re-Mission, the player controls an RX5-E ("Roxxi") nanobot who is designed to be injected into the human body and fight particular types of cancer and related infections such as non-Hodgkin lymphoma and leukemia, at a cellular level.
The players sit in a circle, with one player sitting in the center of the circle. The player in the center is the "psychiatrist", and the players in the circle are the "patients". Before the game starts, the patients must agree on a common affliction, such as being afraid of the dark, or believing themselves to be a particular film star.
The Patient Activation Measure (PAM) is a commercial product which assesses an individual's knowledge, skill, and confidence for managing one's health and healthcare. Individuals who measure high on this assessment typically understand the importance of taking a pro-active role in managing their health and have the skills and confidence to do so.