Search citation statements
Paper Sections
Citation Types
Year Published
Publication Types
Relationship
Authors
Journals
Mnemonics hold potential for promoting long-term memory. Hence, they are being leveraged in serious games aimed to support long-term retention and retrieval of information. However, there is limited work focused on synthesizing the published research and findings on mnemonics serious games with a view to uncovering the extent of their application and effectiveness. This scoping review aims to bridge this gap. Articles were retrieved from four databases (ACM Library, IEEE Xplore, Scopus, and Web of Science). The criteria for inclusion were that the papers must be user studies that focused on mnemonics and serious games at the same time, were written in English, and were published in peer-reviewed journals or conferences. Two researchers, with the guidance of a senior researcher, independently and collaboratively assessed the eligibility of the retrieved papers using the PRISMA flowchart, elicited the relevant data, and tabulated the results in tables and charts using the GPS (game play, purpose, and scope) model. There were 12 papers that were accepted in this scoping review. Overall, most of the mnemonics serious games had a positive effect on memory, suggesting that they hold potential for promoting long-term memory, especially in memorization-intensive instructions, where a good number of students still struggle to retain taught material due to pedagogical, personal, and social challenges. However, more research still needs to be conducted, especially in the area of player-created mnemonics and teaching users how mnemonics can be effectively created using visualization and elaboration techniques.
Mnemonics hold potential for promoting long-term memory. Hence, they are being leveraged in serious games aimed to support long-term retention and retrieval of information. However, there is limited work focused on synthesizing the published research and findings on mnemonics serious games with a view to uncovering the extent of their application and effectiveness. This scoping review aims to bridge this gap. Articles were retrieved from four databases (ACM Library, IEEE Xplore, Scopus, and Web of Science). The criteria for inclusion were that the papers must be user studies that focused on mnemonics and serious games at the same time, were written in English, and were published in peer-reviewed journals or conferences. Two researchers, with the guidance of a senior researcher, independently and collaboratively assessed the eligibility of the retrieved papers using the PRISMA flowchart, elicited the relevant data, and tabulated the results in tables and charts using the GPS (game play, purpose, and scope) model. There were 12 papers that were accepted in this scoping review. Overall, most of the mnemonics serious games had a positive effect on memory, suggesting that they hold potential for promoting long-term memory, especially in memorization-intensive instructions, where a good number of students still struggle to retain taught material due to pedagogical, personal, and social challenges. However, more research still needs to be conducted, especially in the area of player-created mnemonics and teaching users how mnemonics can be effectively created using visualization and elaboration techniques.
According to the World Health Organization, chronic illnesses account for over 70% of deaths globally, underscoring the need for effective health risk assessment (HRA). While machine learning (ML) has shown potential in enhancing HRA, no systematic review has explored its application in general health risk assessments. Existing reviews typically focus on specific conditions. This paper reviews published articles that utilize ML for HRA, and it aims to identify the model development methods. A systematic review following Tranfield et al.’s three-stage approach was conducted, and it adhered to the PRISMA protocol. The literature was sourced from five databases, including PubMed. Of the included articles, 42% (11/26) addressed general health risks. Secondary data sources were most common (14/26, 53.85%), while primary data were used in eleven studies, with nine (81.81%) using data from a specific population. Random forest was the most popular algorithm, which was used in nine studies (34.62%). Notably, twelve studies implemented multiple algorithms, while seven studies incorporated model interpretability techniques. Although these studies have shown promise in addressing digital health inequities, more research is needed to include diverse sample populations, particularly from underserved communities, to enhance the generalizability of existing models. Furthermore, model interpretability should be prioritized to ensure transparent, trustworthy, and broadly applicable healthcare solutions.
scite is a Brooklyn-based organization that helps researchers better discover and understand research articles through Smart Citations–citations that display the context of the citation and describe whether the article provides supporting or contrasting evidence. scite is used by students and researchers from around the world and is funded in part by the National Science Foundation and the National Institute on Drug Abuse of the National Institutes of Health.
customersupport@researchsolutions.com
10624 S. Eastern Ave., Ste. A-614
Henderson, NV 89052, USA
This site is protected by reCAPTCHA and the Google Privacy Policy and Terms of Service apply.
Copyright © 2024 scite LLC. All rights reserved.
Made with 💙 for researchers
Part of the Research Solutions Family.