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  • Game4NurseSupervisor: Development of a board game for nursing mentoring
    Publication . Almeida, Inês Santos; Pinto, Cristina; Lima, Andreia; Moreira, Teresa; Fernandes, Carla Sílvia
    Aim: To describe the stages of developing a board game prototype to promote knowledge about nursing mentorship. Background: Clinical supervision in nursing is a vital strategy for the quality of care. The use of gamification through a board game can enhance knowledge about mentoring in nursing. Design: We present a pilot study describing the development phases of the board game "Game4NurseSupervisor®." Methods: The study comprised three phases. The first phase involved a modified e-Delphi study with experts to collect and validate the content to be integrated into the board game. The second phase focused on constructing the prototype of the board game. Finally, the third phase involved testing the prototype in sessions held in two healthcare units, followed by an evaluation through a questionnaire. Results: The e-Delphi study, involving a panel composed of 59 experts, progressed through two rounds, resulting in 61 cards divided into four categories. The second phase involved constructing the board game, incorporating interactive elements such as "Game4NurseSupervisor®." In the third phase, 25 nurses, consisting of clinical practice nurses, participated in the testing phase and expressed satisfaction with the game. Highlighted benefits included reflective, playful, dynamic, interactive and educational aspects. Conclusions: The conclusions suggest that "Game4NurseSupervisor®" could be a valuable tool for promoting knowledge about nursing mentorship, providing an innovative and interactive approach to skill development. This study makes a valuable contribution by addressing a previously unexplored aspect of nurse mentor training: the potential of board games.
  • Impact of Exergames on the Mental Health of Older Adults: A Systematic Review and GRADE Evidence Synthesis
    Publication . Fernandes, Carla Sílvia; Magalhães, Bruno; Lima, Andreia; Nóbrega, Perpétua; Silva, Mafalda; Santos, Célia
    Exergames, which combine digital games and physical exercise, have become a popular alternative to traditional exercise programs and are increasingly used in the health domains. This study aimed to provide a systematic review to synthesize existing studies on the use of exergames for the mental wellbeing of healthy older adults, aggregating the collected data to identify effect size. We performed a Systematic Review and Grading of Recommendations, Assessment, Development, and Assessment (GRADE) evidence synthesis. We performed the search in the following databases: MEDLINE®, CINAHL®, SPORTDiscus, SCOPUS, SciELO, Psychology and Behavioral Sciences Collection, and Cochrane® Central Register of Controlled Trials from the first record until October 2021. Randomized controlled trials using exergames as an intervention were included. A total of 10 articles published between 2009 and 2021 were selected. Most studies used the Nintendo Wii® as the exergame in the intervention program. Interventions ranged from 6 to 12 weeks, with 8-week programs being most frequent. It was possible to observe a positive effect on mood, the reduction of apathy, anxiety and depression, self-esteem, and affection.
  • Technological Resources for Physical Rehabilitation in Cancer Patients Undergoing Chemotherapy: A Scoping Review
    Publication . Amarelo, Anabela; Mota, Marisa; Amarelo, Bruno; Ferreira, Marta Campos; Fernandes, Carla Sílvia
    Abstract: Background/Objectives: Cancer patients undergoing chemotherapy often face challenges that reduce their physical function and quality of life. Technological resources offer innovative solutions for physical rehabilitation, but the extent of their application in this context remains unclear. This scoping review aims to explore and map the various technological tools used to support physical rehabilitation in cancer patients during chemotherapy, focusing on their potential to improve outcomes and enhance patient care. Methods: A scoping review was conducted following the Joanna Briggs Institute (JBI) guidelines and the PRISMA-ScR framework. Comprehensive searches were performed in the MEDLINE, CINAHL, Scopus, SPORTDiscus, and COCHRANE databases. The included studies focused on the technological resources used in physical rehabilitation for cancer patients undergoing chemotherapy. Data extraction followed theWorld Health Organization’s “Classification of Digital Health Interventions v1.0” to categorize the technologies. Results: A total of 32 studies met the inclusion criteria. The most commonly used technologies included wearable devices (16 studies), web-based platforms and telerehabilitation systems (7 studies), mHealth applications (6 studies), virtual reality (2 studies), and exergaming (3 studies). These tools were designed to enhance physical function, manage treatment-related symptoms, and improve overall quality of life. Wearable devices were particularly effective for monitoring physical activity, while web-based platforms and mHealth applications supported remote rehabilitation and patient engagement. Conclusions: Technological resources offer significant opportunities for personalized rehabilitation interventions in cancer patients undergoing chemotherapy. However, further research is needed to evaluate the long-term effectiveness, cost-efficiency, and clinical integration of these tools to ensure broader accessibility and sustainable impact.
  • Exergames for rehabilitation in stroke survivors: Umbrella review of meta-analyses
    Publication . Fernandes, Carla Sílvia; Magalhães, Bruno; Gonçalves, Filipe; Lima, Andreia; Silva, Mafalda; Moreira, Maria Teresa; Santos, Célia; Ferreira, Salomé
    Background: It is essential to explore alternative methods to motivate stroke survivors throughout their lengthy rehabilitation journey. Exergames have emerged as promising tools for rehabilitating this demographic. Objective: We aimed to synthesize the combined evidence from meta-analyses that assessed the effects of exergames in the rehabilitation of stroke survivors. Methods: The umbrella review was conducted utilizing several databases, including MEDLINE® (Medical Literature Analysis and Retrieval System Online), CINAHL® (Cumulative Index to Nursing and Allied Health Literature), the Psychology and Behavioral Sciences Collection, SPORTDiscus®, and Scopus®. It included studies published until December 2023 without any restrictions based on publication date. Results: The analysis included 11 meta-analyses involving approximately 9,615 patients, reflecting a growing adoption of exergames in post-stroke rehabilitation since 2015, focusing on using Nintendo Wii. The analyzed studies varied widely in intervention duration (from 1 to 16 weeks) and were applied across different phases of post-stroke rehabilitation, from the acute to the chronic phase. Significant improvements were observed in balance and upper limb functionality, although there was notable methodological heterogeneity and variability in the results. Conclusions: This study highlights the value of exergames in the rehabilitation of stroke survivors and recommends future research that adopts rigorous methodological designs with clearly specified intervention stages. It underscores the importance of additional qualitative studies to explore the perspectives of patients and healthcare professionals regarding exergames, aiming to refine rehabilitation strategies and enhance the clinical benefits achieved.
  • Impact of Exergames in Women with Breast Cancer After Surgery: a Systematic Review
    Publication . Fernandes, Carla Sílvia; Baldaia, Claudia; Ferreira, Luis Miguel
    In recent years, exergames have been used in healthcare, and particularly in rehabilitation, with positive results. Exergames in healthcare have a signifcant potential; however, gaps in some areas remain, including the domain of exergames post-surgery for breast cancer. This study aimed to synthesise the existing studies on exergames following surgery for breast cancer and evaluate their impact through a systematic review. A total of 8 articles published between 2015 and 2022 were selected. The search took place in January 2022 with no time limits. Altogether 209 women participated in these studies. Interventions ranged from 4 to 8 weeks. Most of the interventions took place in the late postoperative period. It was possible to observe their impact on some indicators (range of motion, pain, functionality, depression). Importantly, no negative impact was reported in any of the diferent studies. The present review concluded that exergames can be a promising intervention for rehabilitation in oncology. However, more robust studies are needed that evaluate the efectiveness of using exergames as a complement to conventional rehabilitation and to assess the degree of satisfaction, motivation, and adherence of participants.
  • Emerging technologies for supporting patients during Hemodialysis: A scoping review
    Publication . Martins, Ana Rita; Ferreira, Marta Campos; Fernandes, Carla Sílvia
    Purpose: To synthesize the available evidence about the use of Health Information Technology (HIT) to support patients during hemodialysis. Methods: The Joanna Briggs Institute's methodological guidelines for scoping reviews and the PRISMA-ScR checklist were employed. Bibliographic searches across MEDLINE®, CINAHL®, Psychology and Behavioral Sciences Collection, Scopus, MedicLatina, and Cochrane yielded 932 records. Results: Eighteen studies published between 2003 and 2023 were included. They explored a range of HITs, including virtual reality, exergames, websites, and mobile applications, all specifically developed for use during the intradialytic period. Conclusion: This study highlights the HITs developed for use during hemodialysis treatment, supporting physical exercise, disease management, and enhancement of self-efficacy and self-care.
  • Improving Accessibility with Gamification Strategies: Development of a Prototype App
    Publication . Araújo, Tiago; Campos, Maria Joana; Ferreira, Marta; Fernandes, Carla Sílvia
    Objective: The study aimed to demonstrate the development of a mobile app prototype, BarrierBeGone, a system that identifies potential barriers for individuals with mobility disabilities and promotes accessibility using gamification strategies. The main goal is to raise awareness about mobility and accessibility difficulties, especially for wheelchair users, and to promote more responsible behaviours. Method: The User-Centred Design methodology was employed, going through three phases: requirements gathering, design and development, and evaluation. Additionally, interviews with five individuals with mobility disabilities helped define the initial system requirements. The development of the barrier identification system was followed by usability tests with nine representative users. Results: The results of the usability tests of the "BarrierBeGone" barrier identification system were extremely positive. Stakeholders recognized the utility and simplicity of the platform, considering it a motivating factor for future use. Conclusion: The results support the effectiveness of the proposed educational tool in increasing awareness about accessibility and social inclusion in smart cities. This study makes a significant contribution to the field of urban planning and inclusive design.
  • Impacto da pandemia COVID-19 na saúde mental dos estudantes ensino superior: protocolo Scoping Review
    Publication . Moreira, Maria Teresa Ferreira; Faria, João José Soares; Pinto, Daniela Lourenço; Lima, Andreia Maria Novo; Fernandes, Carla Sílvia; Barroso, Tereza Maria Mendes Diniz de Andrade
    Objetivo: identificar e mapear os estudos existentes sobre a relação da pandemia COVID-19 na Saúde Mental dos estudantes universitários e analisar os seus efeitos sob a forma de sintomatologia mais frequente. Método: A revisão Scoping será realizada de acordo com a metodologia do Instituto Joanna Briggs. Dois revisores independentes avaliarão a relevância dos artigos, a extração e a síntese dos dados. Os dados serão extraídos dos artigos incluídos nesta revisão por dois revisores de forma independente e as dúvidas e divergências serão discutidas com recurso a um terceiro revisor. O processo de seleção será documentado através de um diagrama de fluxo PRISMA. Resultados: Os dados recolhidos serão apresentados em forma narrativa e em tabela ou esquema, por forma a mapear a evidência disponível. Serão também apresentados quadros resumo dos artigos incluídos na revisão. A identificação, caraterização e síntese do conhecimento nesta área procurará estar alinhada com o objetivo e questão de revisão que se propõe. Conclusões: Prevê-se que esta revisão constitua um ponto de partida para o mapeamento da evidência científica disponível relativamente ao tema em estudo, proporcionando um contributo de suporte para a prática de cuidados em prevenção e cuidados em Saúde Mental em estudantes universitários.
  • Realistic simulation in nursing education: Testing two scenario‐based models
    Publication . Martins, Teresa; Santos, Francisco; Lumini Landeiro, Maria José; Sousa, Maria Rui; Peixoto, Maria José; Freire, R.M.A.; Pinto Martins Salazar Almeida, Berta Maria; Fernandes, Carla Sílvia; Araújo, F.
    Aim: To evaluate students' self- perceived pedagogical outcomes when using a digital scenario- based tool compared to traditional scenarios printed on paper. Design: This study used a within- subjects experiment. Method: A digital platform for scenario development was developed, focusing on patients' regaining independence and returning home after an acute event. Students participated in two simulation activities, differing only in the type of scenario used and completed a questionnaire to evaluate their learning experience. Results: Students considered that the new scenario template provided a clearer understanding of the situation under analysis, allowing them to recognize the focuses of attention to be prioritized when formulating the intervention plan. No Patient or Public Contribution: A digital platform for a standardized process of scenario writing to help realistic simulation in nursing education is a novelty in this study and will likely contribute to substantial learning gains.
  • Knowledge about Sex Education in Adolescence: A Cross-Sectional Study
    Publication . Moreira, Teresa; Rocha, Elizabeth; Lima, Andreia Maria Novo; Pereira, Lúcia; Rodrigues, Sílvia; Fernandes, Carla Sílvia
    (1) Background: In adolescence, the onset of physical signs of sexual maturity and early sexual contact have become increasingly common. However, most adolescents are not adequately prepared for this event, which can lead to significant negative consequences for young people. This study aimed to evaluate knowledge about sexuality during adolescence. (2) Methods: A quantitative, descriptive, and correlational design was used, with 289 students from a school in the northern region of Portugal. From an online questionnaire, sociodemographic information and the Sexuality Knowledge Questionnaire were used to collect data. (3) Results: Most adolescents (54.0%) were female and aged between 15 and 17 years, with an average knowledge score of 17.04. The worst results were found in the dimensions of first sexual intercourse and sexual concerns, with men scoring lower, and the dimension of sexually transmitted infections and HIV/AIDS, where women performed better. The best scores were in the sexuality and sexual pleasure dimension, with women performing better, and the counseling and care in sexual and reproductive health dimension, where men performed better. (4) Conclusions: The approach to sexuality education must be constant throughout the life cycle, and it is essential to provide appropriate information to adolescents about issues related to sexuality.