This study investigates gender differences in motor learning during a hand motor skill game with auditory feedback. Previous research indicates that males typically excel in gross motor tasks and...Show moreThis study investigates gender differences in motor learning during a hand motor skill game with auditory feedback. Previous research indicates that males typically excel in gross motor tasks and spatial abilities, while females perform better in fine motor skills and certain auditory tasks. 75 participants, aged 18-56, were randomly assigned to one of three conditions: no sound, cueing and sonification. Participants practiced a game involving finger coordination to hit musical targets using individual finger movements, with learning increases measured by pre- and post-practice scores. A 2x3 ANOVA analysis revealed no significant gender differences (self-identified male and female) in learning increases. However, a significant effect of auditory condition on learning increase was found, suggesting auditory feedback influences motor learning. Limitations include potential muscle fatigue,small group sizes, and gender categorization. The study concludes that music-supported therapy may be equally effective for both genders in clinical practice. It highlights the need for further research on gender differences in motor learning, considering factors such as biological sex, game experience and musical background to optimize individualized rehabilitation programs.Show less
Achtergrond: Professionals binnen de Geestelijke Gezondheidszorg in Nederland gebruiken Serious Games nog te weinig. Ondanks dat de effectiviteit van Serious Games gunstig blijken te zijn binnen de...Show moreAchtergrond: Professionals binnen de Geestelijke Gezondheidszorg in Nederland gebruiken Serious Games nog te weinig. Ondanks dat de effectiviteit van Serious Games gunstig blijken te zijn binnen de psychotherapie. Wat weerhoudt professionals om Serious Games in te zetten? Onderzocht werd wat de attitude was van de professionals ten opzichte van de belemmeringen voor henzelf of de cliënten in het gebruiken van Serious Games. Methode: Doormiddel van een online vragenlijst werden professionals binnen de Geestelijke Gezondheidszorg in Nederland, waarbij zij enige vorm van therapie geven aan cliënten, gevraagd naar hun attitudes omtrent Serious Games. Resultaten: Gebleken is dat bijna een kwart (23.3 procent) van de professionals Serious Games niet willen inzetten. De voornaamste reden hiervoor bleek het hebben van onvoldoende kennis in Serious Games en onvoldoende vertrouwen in de effectiviteit van Serious Games. Daarnaast weerhield het professionals om Serious Games te gebruiken voor cliënten met complexe problematieken. Conclusie/discussie: Omdat professionals aangeven te weinig kennis te hebben van Serious Games, wordt geadviseerd om trainingen te ontwerpen om professionals nog beter te informeren over het gebruik van Serious Games binnen de Geestelijke Gezondheidszorg in Nederland. Ook wordt geadviseerd nader onderzoek te doen naar de professionals met een negatieve attitude van Serious Games.Show less
Background: Despite increasing evidence for the effectiveness of Serious Games (SG), research and the implementation of such digital measures in mental health care lags behind. Insights into...Show moreBackground: Despite increasing evidence for the effectiveness of Serious Games (SG), research and the implementation of such digital measures in mental health care lags behind. Insights into attitudes and their influencing factors for professionals and clients of mental health care are assumed to facilitate the implementation and development of SG. Objective: This study aimed to gain a greater understanding of the attitudes of professionals and clients of mental health care towards SG and factors that influence (media usage, gaming experience) and moderate that relationship (age, gender). Method: A cross-sectional online survey with a quantitative study design was conducted with professionals (N = 166) and (former) clients of mental health care (N = 154). Two independent samples t-tests were conducted to study the influence of media usage and gaming experience on attitude towards SG, whereas four ANCOVAs were applied to examine the moderating effects of age and gender. Results: Media usage and gaming experience did not significantly influence the attitude towards SG in both samples. Also, age and gender did not significantly moderate the studied relationship. Conclusion: The factors media usage and gaming experience and the moderators age and gender do not contribute to a greater understanding of the attitude towards SG. Following these variables cannot facilitate the implementation and development of SG in mental health care. Based on the chosen sampling and measurement methods, the collected data was not considered representative of the studied population and statistical analysis were conducted with reduced power.Show less
The relationship between archaeological heritage and the general public has been a recurrent theme in the archaeological discipline, were an increasing reliance on revenue streams in heritage...Show moreThe relationship between archaeological heritage and the general public has been a recurrent theme in the archaeological discipline, were an increasing reliance on revenue streams in heritage settings leaves archaeologists to wonder how to present archaeology in an accessible, visual, and imaginative manner to the public. The complexities of several visualisation media are discussed in a heritage setting: illustrations, scale models, theme parks and museums and digital media (3D models, serious gaming and Virtual Reality). It is found that the authenticity and interactivity are recurrent themes in archaeological visualisation. The first proves to be rather negotiable, and the latter has proven itself to be a powerful way to capture the attention of the audience. Finally, it is concluded that archaeology has a lot to gain from visualisation for the public, and although archaeologists and other heritage professionals focus mostly on 3D models and Virtual Reality, it would seem this is also true for the more traditional types of visualisation. This reminds us that all forms of visualisation are merely tools available to the archaeologist and heritage experts to select as needed and solve a particular heritage visualisation problem.Show less