Showing posts with label Education. Show all posts
Showing posts with label Education. Show all posts

Saturday, September 20, 2014

15 Ways Video Games Make You Smarter And Healthier


Video games are a huge industry and a big part of our society — take a look at Microsoft's recent purchase of a game studio for $2.5 billion — but games get a bad rap.
They're often portrayed as antisocial, violent, and as an addictive waste of time that encourages obesity.  
But that's not necessarily accurate, and it's definitely not the full story. 
Lots of people play video games. According to the Entertainment Software Association, 59% of Americans play games. Despite problems with sexism in the gaming world, 48% of those players are women, and the average player is 31 years old.
It's a big business too. The global gaming industry was worth $67 billion in 2013 and is projected to grow to $82 billion by 2017. Robert Morris University announced this year that they would start giving scholarships to League of Legends players — a game that top competitors make a ton of money playing. 
Contrary to their reputation, many games have educational, physical, and psychological benefits for players. Games that use repetitive actions, such as the swinging of a bat or targeting a moving object, train the brain and muscles to perform better in real-life activities. 
Video game brain training has the same effect as reading a book or riding a bike — when the brain is learning, thousands of new connections are being formed. The addition of a reward system motivates players to continuously improve their skills.

People who play action-based games make accurate decisions 25% faster.

Fast-paced games require quick thinking and fast reactions to avoid being killed. In real-life situations, active gamers have a better sense of what is going around them and are able to make decisions faster, according to scientists from the University of Rochester. 
In the one study, participants aged 18 to 25 were split into two groups. One group played 50 hours of the action-packed first-person shooter games "Call of Duty 2" and "Unreal Tournament," and the other group played 50 hours of the simulator game "The Sims 2." The action game players made decisions 25% faster in a task unrelated to playing video games, without sacrificing accuracy.  
"Action game players make more correct decisions per unit time. If you are a surgeon or you are in the middle of a battlefield, that can make all the difference," study researcher Daphne Bavelier said in a statement.

A driving game improved memory, focus, and multitasking ability in older adults.

According to a study published in the journal Nature, researchers "discovered that swerving around cars while simultaneously picking out road signs in a video game can improve the short-term memory and long-term focus of older adults," The New York Times reports.
A group of adults between the ages of 60 and 85 were were recruited to play a game called NeuroRacer for 12 hours over a month. Six months after playing the game, the older adults were better at multitasking, retained more information in a short period of time, and had stronger attention skills.

Video games encourage physical activity.

Endless hours parked in front a computer screen generally does not lead to weight loss. But games that pair virtual worlds with exercise could get people who are less inclined to workout to start moving.
Researchers have found that playing games on a Nintendo Wii that force people to get up and move for 20 minutes at a time is a legitimate and potentially more interesting alternative to traditional aerobic exercise.
Another study in the journal Pediatrics found that playing games like Dance Dance Revolution was equivalent to moderate intensity exercise for kids, making it a "a safe, fun, and valuable means of promoting energy expenditure," according to the study.
Video games may also be more effective at changing behavior. In a study from the University of Indiana, people who received workout advice through a game called Second Life reported more positive changes in healthy eating and physical activity than people who went to a traditional gym, even though weight loss was the same in both groups.

Video games improve vision.

Video games improve vision.
AP
Another study led by Daphne Bavelier of the University of Rochester, showed that video games improve vision by making players more sensitive to slightly different shades of color, known as contrast sensitivity.
People who played action-based video games — particularly first-person-shooter games — were 58% better at perceiving fine differences in contrast, the researchers said.
"When people play action games, they're changing the brain's pathway responsible for visual processing," Bavelier said in a statement. The training might be helping the visual system to make better use of the information it receives.

Surgeons improved their laparoscopic skills by playing video games.

Surgeons improved their laparoscopic skills by playing video games.
REUTERS/Gus Ruelas
Playing video games on the Nintendo Wii improved skills needed for laparoscopic surgery, a procedure in which a thin tube with a camera is inserted into the abdomen to see organs on a screen, instead of cutting patients wide open.
The study, published in the journal PLOS One, found that doctors who spent one month playing either Wii Tennis, Wii Table Tennis, or a balloon warfare game called High Altitude Battle performed better in simulated tasks designed to test eye-hand coordination and movement precision.
The Nintendo Wii "may be adopted in lower-budget institutions or at home by younger surgeons to optimize their training on simulators before performing real procedures," the researchers concluded.

Children with dyslexia had better reading ability after playing video games.

A small study in the journal Current Biology found that playing action video games helped children with dyslexia read faster and with better accuracy. 
Twelve hours behind the controller "improved children’s reading speed, without any cost in accuracy, more so than one year of spontaneous reading development and more than or equal to highly demanding traditional reading treatments," the researchers write.
By improving attention span, video games lead to better reading skills. 

Kids who play sports games are more likely to then go play the real sport.

New research from the journal Psychology of Popular Media Culture finds that kids who play sports games are over time more likely to actually go and play the real version of the sport, as reported in Pacific Standard.
It can be hard for kids to learn the ins and outs of a sport, but playing a virtual version of soccer, football, or hockey helps them learn the rules and basic skills before they get onto the field or rink. 
Additionally, the researchers said that there is a confidence connection — playing those specific types of games was associated with higher self-esteem, perhaps because of the increased knowledge provided by the game. That, in turn, made it more likely for them to go try the real thing.
Counterintuitive as it might be, playing sports video games might be the key to teaching kids to get outside and play sports with their friends.

Video games can help burn victims manage pain.

Researchers at the University of Washington are experimenting with virtual reality games as a way to distract burn victims from their pain.
"Being drawn into another world drains a lot of attentional resources, leaving less attention available to process pain signals," according to the university's HITLab.
In a preliminary case study, two patients with severe burns played Nintendo games while their wounds were being treated. Both patients reported feeling significantly less pain while playing the game.
Their follow up research showed that this ability to alleviate pain was useful for others suffering from pain too, not just burn victims.

Researchers are using virtual reality to help people get over phobias and PTSD.

Those same University of Washington researchers are also using virtual reality devices to help people get over their fear of spiders and even to help survivors of terrorist attacks recover from PTSD.
One study participant was so frightened of spiders that she duct taped all her walls and windows at night to try and keep them out. But repetitive exposure to a spider in a virtual reality world — accompanied by the music from Psycho, no less — decreased her anxiety so much that she let a live tarantula crawl on her arm.
Similarly, patients who had lived through a bus bombing experienced a simulated version of the event through a virtual reality device, which eventually allowed them to the debilitating emotions and anxiety caused by what they'd gone through.

Kids who spend moderate amounts of time playing video games are more well adjusted.

A recent Oxford University psychological study of 5,000 kids found that the ones who played video games for moderate amounts of time — less than an hour a day — were more "well adjusted" and got along with peers better than kids who played no games.
They were also less hyperactive, had fewer emotional issues, and were more likely to help others.
The researchers think that this may be because the games gave kids a common language to talk about, making it easier for this group to socialize. They say this should provide a more nuanced perspective for people who worry about potential negative effects of games.

Video games can teach us about biological processes.

Video games are not just for entertainment. They can also "help solve educational and scientific challenges," according to Stanford physicist Ingmar H. Riedel-Kruse, who designed a collection of action games to teach people about biological processes.
The games involve a single-celled organism contained inside a square fluid chamber. The player interacts or "controls" the living paramecia by applying electrical fields using a hand-held device that resembles a video game controller.
Since the reaction of the paramecia is real and not based on simulations, the games can teach players about micro-organismal behaviors, diffusion, and other biophysical concepts, the authors write in a study published in the journal Lab on a Chip.
They add: "Students might be motivated to discuss and understand the observed phenomena in order to identify other winning strategies in such games."

Video games can make us better people.

Slow-moving strategy games can change our thinking behavior so that we can learn to make wiser, more ethical decisions in real-life scenarios.
That's the idea behind Quandary, a game that places human colonists on the Planet Braxos and requires the player, or captain, to help work out dilemmas among the settlers.
Writing for Boston.com, Scot Osterweil, creative director at MIT’s Education Arcade explained: "We don’t believe that playing the game will automatically help players take better perspectives in their own lives, but we think the game represents a playful way of introducing ideas that can be further developed through reflective conversation with others, and through additional activities provided on the website.

Cancer patients who play video games have a more positive outlook.

Re-Mission is a third-person shooter game created by HopeLab to help young adults with cancer. In the game players control a nanobot named Roxxi who races through the human body fighting cancer with various weapons, such as the radiation gun. Players must also monitor patient health, learning about different forms of treatments and how they work along the way.
In a trial of 375 patients, researchers found game players took their antibiotics more consistently and were more likely to adhere to chemotherapy treatments than others. The players also knew more about cancer and had a stronger belief in their own ability to reach goals while undergoing cancer therapy.

People who play video games have more control over their dreams

The negative effects of screens at night aside, video games give people more control over their dreams and decrease nightmares, according to a psychological research out of Grant MacEwan University in Canada, described in LiveScience.
A few studies have shown that gamers are much more likely to be lucid dreamers, people who can consciously control what's happening in their dreams.
Psychologists think that this may be related to the "practice" that gamers have in inhabiting an alternate reality. 
Additionally, this seems to also to provide some protection from and even control over dreams that would qualify as nightmares, especially for men

Pre-schoolers who play video games have better motor skills.

Pre-schoolers who play video games have better motor skills.
small study from Deakin University in Australia found that children ages three to six who played interactive games, like Wii, had better object motor skills than those who played non-interactive games. This includes skills like kicking, catching, throwing, and bouncing ball.
It's likely that electronic games improve hand-eye coordination, but researchers also note that children who already have better object motor skills could have been more drawn to interactive games in the first place.


Read more: http://www.businessinsider.com/video-game-health-benefits-2014-9?op=1#ixzz3Dt6PfFqG

Saturday, July 19, 2014

mHealth can be used to capture meaningful use bonuses



Hospitals can capture nearly $50,000 for every doctor they employ through the meaningful use (MU) program.The Office of the National Coordinator (ONC) has designed the meaningful use program to offset the costs of EMR adoption by hospitals. The program provides hospitals that are “meaningfully using” their EMRs and proving it with a substantial cash infusion. For every eligible provider (doctor, NP, PA) employed by the hospital, CMS will pay that hospital $44,000 over a five-year period.
In order to access the money, hospitals have to meet specific criteria. Community-based organizations (CBOs) - like area agencies on aging - have the potential to significantly help hospitals meet these MU requirements. In doing so, CBOs can gain significant leverage over hospitals and potentially justify hospitals investing in CBOs to meet MU requirements.
MU requirements come in three stages. The current stage for most hospitals is stage 2 (MU2). The following three MU2 requirements can be directly met by hospitals referring patients to CBOs for services. For CBOs that are offering care transition services to hospitals, there is a double incentive for hospitals to refer: 1) decrease readmissions through the care transition program, and 2) meet MU2 requirements. That means CBOs can help hospitals not only decrease their 30-day readmission penalties, but also capture thousands and maybe millions of dollars available to them through the MU program.
The following three of 16 MU2 criteria can be directly met by a community-based care transitions program that is using mHealth technology:
  • Criteria #6: Provide patients with the ability to view online, download and transmit their health information about a hospital admission via a patient portal.
  • Criteria #10: Use clinically relevant information to identify patient-specific education resources and provide those resources to the patient.
  • Criteria #12: The hospital that transitions a patient to another setting of care should provide a summary care record for each transition of care or referral.
CBOs can also meet another MU2 criteria unique to provider groups: Use clinically relevant information to identify patients who should receive reminders for preventive/follow-up care and send these patients the reminders, per patient preference.
The implications here are substantial. If a typical community hospital employs 200 eligible providers, then the hospital is eligible to receive $44,000 X 200 providers = $8,800,000 over five years. If a CBO helps the hospital meet three of 16 MU2 requirements over a one-year period, then the CBO is directly enabling the hospital to receive three of 16 criteria x one of five years x $8,800,000 = $330,000 in a year.
With $330,000 of value being provided by the CBO to the hospital, why aren’t CBOs being paid for providing that value?
Andrey Ostrovsky, MD, is the co-founder and chief executive officer of Care At Hand, Inc., and a pediatric resident at Children's Hospital Boston and Boston Medical Center.

http://www.mhealthnews.com/blog/mhealth-can-be-used-capture-meaningful-use-bonuses


Monday, February 3, 2014

A Sustainable Healthcare System Depends on Equal Access to Quality Education

“Without continual growth and progress, such words as improvement, achievement, and success have no meaning.” – Benjamin Franklin
HCMS ChainHCMS
Health Care Management Systems was created to provide free, high quality, on-demand learning to all of those involved in the frontlines of healthcare!

Why?

Because we have proven that “equal access to high quality education” is the missing link in the healthcare equation.  Yes, proven through a unique double blind study that you have probably never heard of…
You see, this story begins about 3 years ago on the Texas gulf coast when two unlikely partners teamed up to change the way managed care was delivered to a certain Medicare population.
The strategy was devised from a simple physics theory – to influence the greatest amount of change in the shortest amount of time possible – equal pressure must be applied in all directions.
Education was the single greatest variable that was common to all groups – so our hypothesis was built on the assumption that through simultaneous and continuous education at the point of care, we could make a measurable impact on both the cost and the experience of care!
The project was a huge success from both a financial and cultural perspective. Two years later that “little experiment” is now out funding larger markers  – all without ever auditing a chart!

Lighting in a Bottle –
Okay, so our hypothesis was a success, but where do go from here? We were so amazed and excited about the outcome that we wanted to find a way to offer it to everyone – anywhere, anytime, anyplace and on any device!
So, we developed a vehicle: Global Health Care Management Systems (globalhcms.org) – an innovative learning platform that can deliver our proven education to everyone on the frontlines!
Anyone involved who wants to learn is invited to join the HCMS Academy!
To ensure that this tool will continue to be available to all of those we serve, we have teamed up with other healthcare leaders to provide employer sponsored learning as well.
A big THANK YOU to all of our partners and sponsors – without them none of this would be possible….
To learn more about our pilot program please visit: www.ermconsultinginc.com.
To find out how you can partner with us to ensure equal access to quality education email: kgifford@ermconsultinginc.com.


How Do I Sign Up?

HCMS ACADEMY-

We invite everyone currently working on the frontlines or those contemplating a new career in healthcare to register for the HCMS Academy. Register for free courses and receive certifications in Medicare Risk Adjustment, ICD-10 Coding and Rapid Practice Innovation. As a member of the Academy you are invited to join our conversation on the “Innovation X-Change.” The X-Change provides a secure, HIPPA compliant meeting space for visionaries to share ideas and collaborate on future projects. Join a group or start your own. Register today at www.globalhcms.org – What are you waiting on – it’s totally FREE!

SPONSOR E-LEARNING-

Are you involved in health care? If so, we invite you to join us in our mission! By sponsoring e-learning for your employees or industry partners you can help ensure that everyone has equal access to high quality education.
By partnering with HCMS, you extend our proven education to your organization at no cost and we are able to provide you with state of the art analytics including dashboards to track implementation and progress across large organizations in real time. This system was built on an API that accepts up to 5 data sources which potentially allows us to measure and analyze financial, educational and utilization data together for the first time. All of this at a fraction of the cost of traditional analytics.
To learn more about how we can partner for a better tomorrow, please contact: kgifford@ermconsultinginc.com



Tuesday, January 21, 2014

INNOVATE Your ICD-10 Program Today With FREE On-Demand Learning…



Are you looking for a way to engage, educate and empower your staff? 
How much have you spent on training and education for ICD-10? 
What if you could offer your employees this valuable training at NO COST?

Before you invest, I challenge you to join Dr. D and Natalie for just one short lesson –

LOG ON TODAY AND TAKE THE CHALLENGE!

ICD-10-CM Chapters  13 - 14

Join Dr. D and Natalie for a review of Chapters 13 and 14 in ICD-10-CM. Then play ICD-10 Gridlock to practice your skills and help Dr. D make it to the office.   




ICD-10-CM Chapters 15 -17

Join Dr. D. and Natalie for a review of Chapters 15 - 17 and then practice yours skills with a fun review!

To Launch Course:    http://hcms.elearningserver.com/6791052422




ICD-10 Beat the Banker Chapters 1-9

Help Dr. D. raise money to remodel the office. Use your skills from ICD-10-CM Chapters 1-9 to help Dr. D reduce waste and eliminate errors. Your right answers will ensure Mr. DeNile, Dr. D's banker doesn't take him to the bank.

TO Launch Content:   http://hcms.elearningserver.com/6791068723





Saturday, October 5, 2013

Humana and CVS/pharmacy Announce Partnership to Educate Customers about Health Coverage Options under the Affordable Care Act

Humana representatives will be available in more than 500 CVS/pharmacy locations over the next six months to address health coverage questions from individuals and their families

LOUISVILLE, Ky. & WOONSOCKET, R.I., Oct 04, 2013 (BUSINESS WIRE) -- Humana Inc. HUM -0.04% , one of the nation's leading health and well-being companies, and CVS/pharmacy, America's leading retail pharmacy, today announced a strategic retail partnership designed to educate individuals and their families about their health care coverage options under the Affordable Care Act (ACA).
Humana representatives will be present at CVS/pharmacy's Project Health events starting this month. Humana will also be holding in-store events at CVS/pharmacy locations to educate individuals and their families about health care coverage options under the ACA.
-- CVS/pharmacy's Project Health - Project Health is a CVS/pharmacy wellness program designed to improve access to health care and deliver preventive services. Humana representatives will be present to answer questions about health coverage under ACA at 80 CVS/pharmacy Project Health weekly events in states such as Florida, Georgia, Illinois, Michigan, and Texas during the months of October and November.
-- Health Coverage Information - Humana representatives will also be in more than 500 CVS/pharmacy stores located in 12 of the 14 states* where Humana is offering individual health insurance as a Qualified Health Plan on Federal and state individual market public exchanges. Representatives will answer questions that individuals and their families may have about their health coverage options. Representatives will be in CVS stores select Wednesdays, between the hours of 2 p.m. and 6 p.m., throughout the six-month open enrollment period for the Health Insurance Marketplace, which started Tuesday, Oct. 1.
"Humana's partnership with CVS/pharmacy reflects our proven and ongoing commitment to educate individuals and their families at the places they go when they have questions about their health," said Roy A. Beveridge, MD, Humana's Chief Medical Officer. "We're working to ensure people develop a better understanding of how their health coverage can help them make better, and healthier, decisions."
"Providing information about new health insurance coverage opportunities is in keeping with our purpose of helping people on their path to better health," said Helena Foulkes, Executive Vice President and Chief Health Care Strategy and Marketing Officer for CVS Caremark. "We are pleased to combine our innovative suite of services and our new and existing relationships with organizations such as Humana to help patients understand and have access to information about insurance options in their community."
Humana and CVS/pharmacy will also provide educational brochures and other materials that will be available to individuals and their families.
People can visit www.HCR411.com in order to find the closest CVS/pharmacy store that has a Humana representative. Individuals can view a listing of the stores that have Humana representatives, as well as the dates and times they'll be in-store by typing in their zip code.
For the past several months, Humana has focused its efforts on educating people about the impact of health care reform. The company unveiled the website "Health Care For You," which can be accessed at www.humana.com/HealthcareForYou. The site is designed to help educate individuals on their health care coverage options via a character-driven experience focused on baby boomers, families with children and young independents.
Humana also recently announced a partnership with the YMCA of the USA (Y-USA),whereby the company is sponsoring health and wellness community events and health care reform educational seminars - led by Humana representatives - at select YMCA locations throughout the six-month open enrollment period for Health Insurance Marketplaces.
*CVS/pharmacy does not have stores in Utah and Colorado, where Humana is on exchange.
About Humana
Humana Inc., headquartered in Louisville, Ky., is a leading health care company that offers a wide range of insurance products and health and wellness services that incorporate an integrated approach to lifelong well-being. By leveraging the strengths of its core businesses, Humana believes it can better explore opportunities for existing and emerging adjacencies in health care that can further enhance wellness opportunities for the millions of people across the nation with whom the company has relationships.
More information regarding Humana is available to investors via the Investor Relations page of the company's web site at www.humana.com, including copies of:
-- Annual reports to stockholders;
-- Most recent investor conference presentations;
-- Quarterly earnings news releases;
-- Replays of most recent earnings release conference calls;
-- Calendar of events (including upcoming earnings conference call dates and times, as well as planned interaction with research analysts and institutional investors);
-- Corporate Governance information.
About CVS/pharmacy
CVS/pharmacy, the retail division of CVS Caremark Corporation CVS +0.04% , is America's leading retail pharmacy with more than 7,500 CVS/pharmacy and Longs Drug stores. CVS/pharmacy is reinventing pharmacy to help people on their path to better health by providing the most accessible and personalized expertise, both in its stores and online at CVS.com. General information about CVS/pharmacy and CVS Caremark is available at http://info.cvscaremark.com.
Photos/Multimedia Gallery Available: http://www.businesswire.com/multimedia/home/20131004005543/en/
SOURCE: Humana Inc.