More and more people suffer from age-related eye conditions, e.g. Macular Degeneration. One of the problems experienced by these people is navigation. A strategy shown by many juvenile visually impaired persons (VIPs) is using auditory information for navigation. Therefore, it is important to train age-related VIPs to use auditory information for navigation. Hence the serious game HearHere was developed to train the focused auditory attention of age-related VIPs enhancing the use of auditory information for navigation, available as an application for tablets. Players of the game are instructed to navigate virtually as quickly as possible to a specific sound, requiring focused auditory attention. In an experimental study, the effectiveness of the game on improving focused auditory attention was examined. Forty participants were included, all students of the University of Groningen with normal or corrected-to-normal vision. By including sighted participants, we could investigate whether someone who was used to rely on its vision could improve its focused auditory attention after playing HearHere. As a control, participants played a digital version of Sudoku. The order of playing the games was counterbalanced. Participants were asked to perform a dichotic listening task before playing any game, after playing the first game and after playing the second game. It was found that participants improved significantly more in their performance on the dichotic listening task after having played HearHere (p<.001) than after playing Sudoku (p=.040). This means the game indeed improves focused auditory attention, a skill necessary to navigate on sounds. In conclusion, we recommend the game to become part of the orientation and mobility program, offering age-related VIPs the opportunity to practice the use of auditory information for navigation. Currently, we are working on a version that is suitable for actual use.
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The aim of the present investigation was to evaluate the effect of visual feedback on rating voice quality severity level and the reliability of voice quality judgment by inexperienced listeners. For this purpose two training programs were created, each lasting 2 hours. In total 37 undergraduate speech–language therapy students participated in the study and were divided into a visual plus auditory-perceptual feedback group (V + AF), an auditory-perceptual feedback group (AF), and a control group with no feedback (NF). All listeners completed two rating sessions judging overall severity labeled as grade (G), roughness (R), and breathiness (B). The judged voice samples contained the concatenation of continuous speech and sustained phonation. No significant rater reliability changes were found in the pre- and posttest between the three groups in every GRB-parameter (all p > 0.05). There was a training effect seen in the significant improvement of rater reliability for roughness within the NF and AF groups (all p < 0.05), and for breathiness within the V + AF group (p < 0.01). The rating of the severity level of roughness changed significantly after the training in the AF and V + AF groups (p < 0.01), and the breathiness severity level changed significantly after the training in the V + AF group (p < 0.01). The training of V + AF and AF may only minimally influence the reliability in the judgment of voice quality but showed significant influence on rating the severity level of GRB parameters. Therefore, the use of both visual and auditory anchors while rating as well as longer training sessions may be required to draw a firm conclusion.
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Background: Children with difficulties in listening and understanding speech despite normal peripheral hearing, can be diagnosed with the diagnosis Auditory Processing Disorder (A). However, there are doubts about the validity of this diagnosis. The aim of this study was to examine the relation between the listening difficulties of children between 8 and 12 years with suspected A and the attention, working memory, nonverbal intelligence and communication abilities of these children.Material and methods: In this case-control study we examined 10 children who reported listening difficulties in spite of normal peripheral hearing (3 referred by speech-language pathologist in the Northern Netherlands, 6 by an audiological center in the Southern Netherlands and one by parental concern) and 21 typically developing children (recruitment through word of mouth and by the website Taalexpert.nl), ages 8;0 to 12;0 years. The parents of all children completed three questionnaires about history, behavioral symptoms of ADHD, and communication skills (Children’s Communication Checklist). Teachers of the children completed the Children’s Auditory Processing Performance Scale (CHAPPS). Children were assessed for auditory processing abilities (speech-in-noise, filtered speech, binaural fusion, dichotic listening), nonverbal intelligence (Raven’s Coloured Progressive Matrices), and working memory (Clinical Evaluation of Language Fundamentals). Auditory and visual attention was studied with four behavioral tests of the WAFF battery of the Vienna Test System (Schuhfried).Results: Preliminary analysis shows no differences between groups on the auditory processing tests and nonverbal intelligence quotient. Children in the experimental group have poorer communication performance (parent report), poorer listening skills (teacher report), and poorer working memory and attention skills (behavioral tests).Conclusions: The results of this study showed that there is a difference between children with listening complaints and typically developing children, but that the problems are not specific to the auditory modality. There seems to be no evidence for the validity of an auditory deficit.
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Virtual training systems provide highly realistic training environments for police. This study assesses whether a pain stimulus can enhance the training responses and sense of the presence of these systems. Police officers (n = 219) were trained either with or without a pain stimulus in a 2D simulator (VirTra V-300) and a 3D virtual reality (VR) system. Two (training simulator) × 2 (pain stimulus) ANOVAs revealed a significant interaction effect for perceived stress (p =.010, ηp2 =.039). Post-hoc pairwise comparisons showed that VR provokes significantly higher levels of perceived stress compared to VirTra when no pain stimulus is used (p =.009). With a pain stimulus, VirTra training provokes significantly higher levels of perceived stress compared to VirTra training without a pain stimulus (p <.001). Sense of presence was unaffected by the pain stimulus in both training systems. Our results indicate that VR training appears sufficiently realistic without adding a pain stimulus. Practitioner summary: Virtual police training benefits from highly realistic training environments. This study found that adding a pain stimulus heightened perceived stress in a 2D simulator, whereas it influenced neither training responses nor sense of presence in a VR system. VR training appears sufficiently realistic without adding a pain stimulus.
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ObjectiveRepeated practice, or spacing, can improve various types of skill acquisition. Similarly, virtual reality (VR) simulators have demonstrated their effectiveness in fostering surgical skill acquisition and provide a promising, realistic environment for spaced training. To explore how spacing impacts VR simulator-based acquisition of surgical psychomotor skills, we performed a systematic literature review.MethodsWe systematically searched the databases PubMed, PsycINFO, Psychology and Behavioral Sciences Collection, ERIC and CINAHL for studies investigating the influence of spacing on the effectiveness of VR simulator training focused on psychomotor skill acquisition in healthcare professionals. We assessed the quality of all included studies using the Medical Education Research Study Quality Instrument (MERSQI) and the risk of bias using the Cochrane Collaboration’s risk of bias assessment tool. We extracted and aggregated qualitative data regarding spacing interval, psychomotor task performance and several other performance metrics.ResultsThe searches yielded 1662 unique publications. After screening the titles and abstracts, 53 publications were retained for full text screening and 7 met the inclusion criteria. Spaced training resulted in better performance scores and faster skill acquisition when compared to control groups with a single day (massed) training session. Spacing across consecutive days seemed more effective than shorter or longer spacing intervals. However, the included studies were too heterogeneous in terms of spacing interval, obtained performance metrics and psychomotor skills analysed to allow for a meta-analysis to substantiate our outcomes.ConclusionSpacing in VR simulator-based surgical training improved skill acquisition when compared to massed training. The overall number and quality of available studies were only moderate, limiting the validity and generalizability of our findings.
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The past decades have shown an accelerated development of technology-enhanced or digital education. Although an important and recognized precondition for study success, still little attention has been paid to examining how an affective learning climate can be fostered in online training programs. Besides gaining insight into the dynamics of affective learning itself it is of vital importance to know what predicts trainees’ intention to transfer new knowledge and skills to other contexts. The present study investigated the influence of five affective learner characteristics from the transfer literature (learner readiness, motivation to learn, expected positive outcomes, expected negative outcomes, personal capacity) on trainees’ pre-training transfer intention. Participants were 366 adult students enrolled in an online course in information literacy in a distance learning environment. As information literacy is a generic competence, applicable in various contexts, we developed a novel multicontextual transfer perspective and investigated within one single study the influence of the abovementioned variables on pre-training transfer intention for both the students’ Study and Work contexts. The hypothesized model has been tested using structural equation modeling. The results showed that motivation to learn, expected positive personal outcomes, and learner readiness were the strongest predictors. Results also indicated the benefits of gaining pre-training insight into the specific characteristics of multiple transfer contexts, especially when education in generic competences is involved. Instructional designers might enhance study success by taking affective transfer elements and multicontextuality into account when designing digital education.
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Menschen mit einer psychotischen Störung haben häufig ein negatives Selbstbild und damit ein geringes Selbstwertgefühl. Untersuchungen haben auch gezeigt, dass Paranoia direkt mit negativen Vorstellungen über das Selbst zusammenhängen kann. Sich minderwertig zu fühlen und an Paranoia zu leiden, kann zu Verletzlichkeit und Aggression führen. In der forensischen Psychiatrie gibt es eine Kategorie stationärer Patienten mit einer psychotischen Erkrankung und Paranoia. Diese Patienten leiden schwer unter ihrer Störung, die obendrein ein Prädiktor für einen ungünstigen Behandlungsverlauf ist und eine lange Verweildauer innerhalb der (forensischen) Psychiatrie nach sich zieht. In einer randomisierten kontrollierten Studie wird die Wirksamkeit des Competitive Memory Training (COMET), eines kognitiv-verhaltenstherapeutischen Behandlungsprogramms zur Verbesserung des Selbstbildes bei in der Forensik untergebrachten psychotischen Patienten, die ebenfalls an Paranoia leiden, evaluiert und untersucht, ob ein positiveres Selbstbild auch zur Verringerung der Paranoia dieser Patienten führt. Die an einer kleinen Stichprobe durchgeführte Studie ergab eine signifikante Verbesserung des Selbstwertgefühls, aber keine Verringerung der Paranoia bei den Patienten, die an COMET teilnahmen.
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Functional Magnetic Resonance Imaging (fMRI) was used to study the activation of cerebral motor networks during auditory perception of music in professional keyboard musicians (n=12). The activation paradigm implied that subjects listened to two-part polyphonic music, while either critically appraising the performance or imagining they were performing themselves. Two-part polyphonic audition and bimanual motor imagery circumvented a hemisphere bias associated with the convention of playing the melody with the right hand. Both tasks activated ventral premotor and auditory cortices, bilaterally, and the right anterior parietal cortex, when contrasted to 12 musically unskilled controls. Although left ventral premotor activation was increased during imagery (compared to judgment), bilateral dorsal premotor and right posterior-superior parietal activations were quite unique to motor imagery. The latter suggests that musicians not only recruited their manual motor repertoire but also performed a spatial transformation from the vertically perceived pitch axis (high and low sound) to the horizontal axis of the keyboard. Imagery-specific activations in controls were seen in left dorsal parietal-premotor and supplementary motor cortices. Although these activations were less strong compared to musicians, this overlapping distribution indicated the recruitment of a general 'mirror-neuron' circuitry. These two levels of sensori-motor transformations point towards common principles by which the brain organizes audition-driven music performance and visually guided task performance.
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Studies uit binnen- en buitenland hebben laten zien dat de staf in de voor- en vroegschoolse periode relatief sterk is in emotionele ondersteuning van jonge kinderen maar duidelijk zwakker bij didactische ondersteuning. In een gecontroleerde experimentele studie onderzochten we de effecten van training voor pedagogisch medewerkers gericht op het verbeteren van de proceskwaliteit, in drie condities: een intensieve vve-variant, video interactiebegeleiding en een combinatie hiervan. De vve-training verbeterde de vaardigheden van de staf bij de didactische ondersteuning. De video- interactiebegeleiding bleek effectief in het verbeteren van de begeleiding tussen kinderen. Een micro-analyse van de interacties tussen de staf en de kinderen liet differentiële effecten zien van beide trainingen. De positieve resultaten uit deze studie onderstrepen het belang van gestructureerde en intensieve trainingen voor het versterken van de educatieve vaardigheden van pedagogisch medewerkers, met aandacht voor intensieve coaching op de werkvloer en video-feedback.
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Background: Shared decision-making is one key element of interprofessional collaboration. Communication is often considered to be the main reason for inefficient or ineffective collaboration. Little is known about group dynamics in the process of shared decision-making in a team with professionals, including the patient or their parent. This study aimed to evaluate just that. Methods: Simulation-based training was provided for groups of medical and allied health profession students from universities across the globe. In an overt ethnographic research design, passive observations were made to ensure careful observations and accurate reporting. The training offered the context to directly experience the behaviors and interactions of a group of people. Results: Overall, 39 different goals were defined in different orders of prioritizing and with different time frames or intervention ideas. Shared decision-making was lacking, and groups chose to convince the parents when a conflict arose. Group dynamics made parents verbally agree with professionals, although their non-verbal communication was not in congruence with that. Conclusions: The outcome and goalsetting of an interprofessional meeting are highly influenced by group dynamics. The vision, structure, process, and results of the meeting are affected by multiple inter- or intrapersonal factors.
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