1. Uporaba navidezne resničnosti pri vstavitvi perifernega intravenskega katetra pri otrocih in mladostnikihRene Horvat, 2025, undergraduate thesis Abstract: Uvod: Periferni intravenski kateter (PIVK) je še vedno ključni element v sodobnem zdravstvu, saj zagotavlja hiter intravenski dostop v življenjsko ogrožujočih stanjih in omogoča takojšnjo aplikacijo zdravil, tekočin in krvnih pripravkov. Kljub vsestranskosti je vstavitev PIVK še vedno boleč in zahteven postopek, zlasti pri pediatrični populaciji. Navidezna resničnost (NR) se je izkazala za obetavno nefarmakološko metodo za lajšanje bolečine in tesnobe pri otrocih in mladostnikih med postopkom vstavitve PIVK, kar smo raziskali v našem pregledu literature.
Metode: Uporabili smo opisno metodo dela. Iskanje znanstvene literature je potekalo januarja 2024 v mednarodnih podatkovnih bazah: PubMed, CINAHL (with Full Text), Cochrane Library in Science Direct.
Rezultati: Identificirali smo 55 raziskav, v končni pregled smo vključili 10 raziskav, v katerih je bilo skupno vključenih 1566 otrok in mladostnikov, od teh je 696 otrok uporabilo NR. Najmlajši je bil star 2 leti, najstarejši pa 21 let. Povprečna starost otrok, ki so uporabili NR, je 9,34 let. Sedem od 10 raziskav je uporabilo bolečinsko lestvico FPS-R.
Razprava in Zaključek: Raziskave dokazujejo, da uporaba NR pred vstavitvijo PIVK, med njo in po njej zmanjšuje bolečino in anksioznost pri otrocih in mladostnikih. NR pa ne izboljšuje le obvladovanja bolečine in strahu, temveč tudi zadovoljstvo pacientov z obravnavo in izide postopkov. Ker se tehnologija še naprej razvija, ima NR velik potencial, da ta inovativen pristop postane standardna praksa pri obravnavi otrok in mladostnikov. Keywords: Navidezna resničnost, periferni intravenski kateter, otroci, bolečina. Published in DKUM: 22.05.2025; Views: 0; Downloads: 6
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2. Vsebinska relevantnost navidezne resničnosti za učenje temeljnih postopkov oživljanja odrasle osebeGašper Ajd, 2025, undergraduate thesis Abstract: Uvod: Vsako leto zaradi nenadnega srčnega zastoja umre 17,9 milijona ljudi. S pravilnim in hitrim pristopom lahko zmanjšamo posledice nenadnega srčnega zastoja, pri čemer je eden od ključnih ukrepov izobraževanje o temeljnih postopkih oživljanja (TPO) odrasle osebe. Uporaba navidezne resničnosti (NR) pri tem izobraževanju lahko dodatno izboljša učinkovitost in dostopnost učenja.
Metode: Izvedli smo vsebinsko analizo aplikacij, razvitih za učenje TPO osebe v NR. Za slednje smo uporabili očala za NR in Evropske smernice za izvajanje TPO odrasle osebe.
Rezultati: V končno ocenjevanje smo vključili 14 NR aplikacij, za katere smo ugotovili, da so v povprečju dosegle 8,9 od 17 (52,5 %) točk. Najboljše ocenjena NR aplikacija je dosegla 14 od 17 (82,4 %) točk. To je bila Virtual life support evaluation version (VR Lab, Nizozemska). Najslabše ocenjena NR aplikacija pa je dosegla 0 točk. To je bila WAR-CPR (Arafa Yoncalik, Belgija).
Razprava in zaključek: Rezultati naše raziskave kažejo, da NR aplikacije, vključene v raziskavo, trenutno še niso dovolj razvite, da bi lahko nadomestile klasične metode učenja TPO odrasle osebe, saj ne sledijo Evropskim smernicam za izvajanje TPO odrasle osebe. Posledično ne morejo služiti kot samostojno orodje za učenje TPO odrasle osebe. Keywords: Učenje, temeljni postopki oživljanja odrasle osebe, navidezna resničnost, aplikacije, relevantnost Published in DKUM: 22.05.2025; Views: 0; Downloads: 2
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3. Učinkovitost uporabe lifevac sukcijskega pripomočka in sesalnika pri odstranitvi tujka iz dihalne potiMaj Kraševec, 2025, undergraduate thesis Abstract: Uvod: Zadušitve so nujni pojav, ki zahteva takojšnjo pomoč, ki v Evropi temelji na smernicah Evropskega združevanja za reanimacijo. V literaturi so zapisane številne alternative za odstranjevanje tujka iz dihalne poti, ena od njih sta LifeVac sukcijski pripomoček in sesalnik z nastavkom in obrazno masko.
Metode: Izvedli smo eksperiment, v katerem so sodelovali študenti zdravstvene nege. Izvedli smo dva scenarija, ki sta potekala v simuliranem okolju. Žrtev v obliki simulacijske lutke je bila v enem prostoru, LifeVac sukcijski pripomoček in sesalnik z nastavkom in obrazno masko pa v drugem. Ocenjevali smo hitrost in število potrebnih sukcij z LifeVac sukcijskim pripomočkom in sesalnikom z nastavkom in obrazno masko posebej.
Rezultati: Sodelovalo je 23 študentov zdravstvene nege. Pri odstranitvi tujka iz dihalne poti je bil LifeVac sukcijski pripomoček uspešen v 91 % (21/23), sesalnik z nastavkom in obrazno masko pa v 96 % (22/23). Povprečna hitrost odstranitve tujka iz dihalne poti pri uporabi LifeVac sukcijskega pripomočka je 20,8±8,2 sekunde, pri sesalniku z nastavkom in obrazno masko pa 38,4±8,7 sekunde. Povprečno je LifeVac sukcijski pripomoček za odpravo tujka potreboval dve sukciji, sesalnik z nastavkom in obrazno masko pa eno.
Razprava in zaključek: Študenti zdravstvene nege so izrazili večje zadovoljstvo z uporabo LifeVac sukcijskega pripomočka. Menimo, da bi bilo smiselno obe alternativi vključiti v domače okolje, vendar so za to potrebne dodatne raziskave. Keywords: LifeVac, sesalnik, tujek, dihalna pot, sukcija Published in DKUM: 22.05.2025; Views: 0; Downloads: 2
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4. Review and comparative evaluation of mobile apps for cardiovascular risk estimation: usability evaluation using mHealth app usability questionnaireAdrijana Svenšek, Lucija Gosak, Mateja Lorber, Gregor Štiglic, Nino Fijačko, 2025, original scientific article Abstract: Background: Cardiovascular diseases (CVD) are the leading cause of death and disability worldwide, and their prevention is a major public health priority. Detecting health issues early and assessing risk levels can significantly improve the chances of reducing mortality. Mobile apps can help estimate and manage CVD risks by providing users with personalized feedback, education, and motivation. Incorporating visual analysis into apps is an effective method for educating society. However, the usability evaluation and inclusion of visualization of these apps are often unclear and variable. Objective: The primary objective of this study is to review and compare the usability of existing apps designed to estimate CVD risk using the mHealth App Usability Questionnaire (MAUQ). This is not a traditional usability study involving user interaction design, but rather an assessment of how effectively these applications meet usability standards as defined by the MAUQ. Methods: First, we used predefined criteria to review 16 out of 2238 apps to estimate CVD risk in the Google Play Store and the Apple App Store. Based on the apps' characteristics (ie, developed for health care professionals or patient use) and their functions (single or multiple CVD risk calculators), we conducted a descriptive analysis. Then we also compared the usability of existing apps using the MAUQ and calculated the agreement among 3 expert raters. Results: Most apps used the Framingham Risk Score (8/16, 50%) and Atherosclerotic Cardiovascular Disease Risk (7/16, 44%) prognostic models to estimate CVD risk. The app with the highest overall MAUQ score was the MDCalc Medical Calculator (mean 6.76, SD 0.25), and the lowest overall MAUQ score was obtained for the CardioRisk Calculator (mean 3.96, SD 0.21). The app with the highest overall MAUQ score in the "ease-of-use" domain was the MDCalc Medical Calculator (mean 7, SD 0); in the domain "interface and satisfaction," it was the MDCalc Medical Calculator (mean 6.67, SD 0.33); and in the domain "usefulness," it was the ASCVD Risk Estimator Plus (mean 6.80, SD 0.32). Conclusions: We found that the Framingham Risk Score is the most widely used prognostic model in apps for estimating CVD risk. The "ease-of-use" domain received the highest ratings. While more than half of the apps were suitable for both health care professionals and patients, only a few offered sophisticated visualizations for assessing CVD risk. Less than a quarter of the apps included visualizations, and those that did were single calculators. Our analysis of apps showed that they are an appropriate tool for estimating CVD risk. Keywords: cardiovascular diseases, MAUQ, prognostic models, mobile applications, visualization, PRISMA Published in DKUM: 21.05.2025; Views: 0; Downloads: 0
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5. Najpogostejši tujki v dihalnih poteh, odstranjeni s sukcijskim pripomočkomŠpela Metličar, 2025, master's thesis Abstract: Uvod: Zapora dihalne poti zaradi tujka predstavlja četrti najpogostejši vzrok nenamerne smrti. Obstaja več načinov razreševanja zadušitev s tujki, eden izmed njih je uporaba sukcijskih pripomočkov. V zaključnem delu so prikazani najpogostejši tujki v dihalnih poteh, odstranjeni s sukcijskim pripomočkom LifeVac.
Metode: Izvedli smo sekundarno analizo podatkov o uporabi omenjenega pripomočka. Podatki se od leta 2016 zbirajo preko obrazca, ki ga izpolnijo uporabniki. Hipoteze smo analizirali s Pearsonovim Hi-kvadrat testom.
Rezultati: Analizirali smo podatke 1062 oseb. Najpogostejše starostne skupine so bili dojenčki (26,65 %; 283/1062), malčki (22,22 %; 236/1062) in starostniki (19,77 %; 210/1062). Večina oseb (70,24 %; 746/1062) je bila brez znanih bolezni ali drugih zdravstvenih težav, približno vsaka osma žrtev pa naj bi imela eno izmed bolezni živčevja (11,96 %; 127/1062). Najpogostejši tujki so bili zrezek, piščanec, bombon, grozdje in hrenovka v štručki. Dokazali smo, da se pojavnost le-teh po starostnih skupinah razlikuje. Prav tako smo ugotovili, da je vrsta zapore dihalne poti povezana s prisotnostjo bolezni.
Razprava in zaključek: Pri omenjenih tujkih in osebah z večjim tveganjem za zadušitev je potrebna dodatna pozornost, da le-to preprečimo ali pravočasno zaznamo. Obstaja potreba po novih raziskavah, ki bi opredelile učinkovitost in smiselnost vključitve uporabe sukcijskih pripomočkov v prihodnje smernice. Keywords: dušenje, tujek, zapora dihalne poti Published in DKUM: 11.03.2025; Views: 0; Downloads: 37
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6. Razvoj 3D resne igre za prepoznavanje kroničnih bolezni z algoritmom iskanja najkrajše potiFilip Senekovič, 2025, undergraduate thesis Abstract: Diplomsko delo opisuje razvoj 3D resne igre za prepoznavanje kroničnih bolezni. V igri ima igralec vlogo pacienta in raziskuje stanovanje ter prepoznava vzroke in simptome kroničnih bolezni. V diplomskem delu se osredotočamo na oblikovanje igralca in scene, interakcijo igralca s sceno ter navigacijo z uporabo algoritma iskanja najkrajše poti. Cilj je ponuditi interaktivno učenje o kroničnih boleznih in poudariti pomen pravočasnega prepoznavanja simptomov ter sprememb življenjskih navad. Rezultati testiranja kažejo, da je izdelana igra dostopna širšemu občinstvu, saj dobro deluje tudi na manj zmogljivih računalnikih. Poleg tega je algoritem iskanja najkrajše poti zmožen igralca v realnem času učinkovito voditi skozi sceno. Keywords: kronične bolezni, resna igra, Unity, algoritem iskanja najkrajše poti Published in DKUM: 04.03.2025; Views: 0; Downloads: 47
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7. Ovrednotenje vpliva mobilnega učenja z resno igro in igrifikacijo v procesu usvajanja temeljnih postopkov oživljanja odraslih osebNino Fijačko, 2025, doctoral dissertation Abstract: Zunajbolnišnični srčni zastoj vsako leto na svetovni ravni prizadene 3,7 milijona ljudi, v Evropi približno 300.000 ljudi in v Sloveniji približno 1.700 ljudi. Raziskave kažejo, da pravilno izvajanje temeljnih postopkov oživljanja odrasle osebe s strani laikov poveča možnosti za preživetje, vendar je stopnja izvajanja nizka, predvsem zaradi pomanjkanja znanja. Posledično Evropski reanimacijski svet predlaga uporabo naprednejših tehnologij, na primer mobilno učenje, in sicer kot podporo pri izobraževanju temeljnih postopkov oživljanja odrasle osebe za laike. V doktorski disertaciji smo z uporabo mešanih metod ovrednotili vpliv uporabe mobilnega učenja z resno igro MOBICPR na usvajanje kognitivnih, vedenjskih in motivacijskih učnih izidov ter na raven stresa pri posredovanju vsebin s področja temeljnih postopkov oživljanja odrasle osebe v domačem okolju. Na vzorcu 43 študentov zdravstvene nege smo z randomizirano raziskavo s kontrolno skupino deležne odložene obravnave potrdili, da dvotedensko mobilno učenje z resno igro MOBICPR v domačem okolju vpliva na usvajanje kognitivnih učnih izidov (t(41) = 1,717, p = 0,047), ne vpliva pa na usvajanje vedenjskih (t(41) = 1,313, p = 0,448) in motivacijskih (t(41) = 1,816, p = 0,394) učnih izidov. Slednje smo z uporabo vsebinske analize podatkov dodatno potrdili. Prav tako dvotedensko mobilno učenje z resno igro MOBICPR v domačem okolju ne vpliva na stopnjo stresa pred izvajanjem in po izvajanju temeljnih postopkov oživljanja odrasle osebe (U = 227,5; p = 0,465). Mobilno učenje predstavlja izobraževalno orodje, ki bi se lahko v prihodnje vključilo v tečaje temeljnih postopkov oživljanja odrasle osebe, po opravljenih tečajih pa bi se lahko uporabljalo v domačem okolju za vzdrževanje in osvežitev znanja temeljnih postopkov oživljanja odrasle osebe. Keywords: temeljni postopki oživljanja odrasle osebe, mobilno učenje, resna igra, učni izidi, laiki Published in DKUM: 27.01.2025; Views: 0; Downloads: 31
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8. Immersive technology and hand hygiene : scoping reviewDominika Muršec, Sonja Šostar-Turk, Urška Rozman, Mateja Lorber, Nino Fijačko, Dominika Vrbnjak, 2024, review article Abstract: Background The use of immersive technology in healthcare education is on the rise, yet its impact on learner engagement, knowledge retention, and specifically in areas like hand hygiene training, remains underexplored. The aim of this scoping review was to summarize the existing studies of immersive technology in hand hygiene training of healthcare providers and health professions students. Methods A scoping review following the Levac et al. framework was conducted. The literature search was performed in databases PubMed, CINAHL Ultimate, ScienceDirect (Elsevier), Web of Science in addition to Google Scholar and ProQuest Dissertation & Theses. The Preferred Reporting Items for Systematic Reviews and Meta-Analysis: Extension for Scoping Reviews (PRIMSA-ScR) guideline was used to report the results. We analysed data using tabular and descriptive summary. Results In the final analysis 11 studies from seven countries were included. Most of the studies (n = 10, 90,91%) used virtual reality in hand hygiene training of healthcare providers and health professions students. Most studies have found that immersive technology is useful in teaching hand hygiene (n = 6, 54,55%). There are some theories and concepts that support the teaching of hand hygiene with immersive technology, but most of the research is not supported by them. Theories or concepts were included in two studies (18,18%). Conclusion Immersive technology, especially virtual reality, enhances hand hygiene learning and engagement compared to traditional methods. However, most studies lack theoretical support. To advance this field, exploring immersive technology for further research and incorporating relevant theories is encouraged. Additionally, conducting a thorough cost-effectiveness analysis and establishing a robust evaluation framework, encompassing both short-term and long-term outcomes, will be beneficial for a comprehensive understanding of the impact of immersive technology in hand hygiene education. Keywords: immersive technology, hand hygiene, usefulness, theory, concept Published in DKUM: 27.11.2024; Views: 0; Downloads: 9
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9. Using generative artificial intelligence in bibliometric analysis : 10 years of research trends from the European Resuscitation congressesNino Fijačko, Ruth Masterson Creber, Benjamin S. Abella, Primož Kocbek, Špela Metličar, Robert Greif, Gregor Štiglic, 2024, other scientific articles Abstract: Aims: The aim of this study is to use generative artificial intelligence to perform bibliometric analysis on abstracts published at European Resuscitation
Council (ERC) annual scientific congress and define trends in ERC guidelines topics over the last decade.
Methods: In this bibliometric analysis, the WebHarvy software (SysNucleus, India) was used to download data from the Resuscitation journal’s
website through the technique of web scraping. Next, the Chat Generative Pre-trained Transformer 4 (ChatGPT-4) application programming interface
(Open AI, USA) was used to implement the multinomial classification of abstract titles following the ERC 2021 guidelines topics.
Results: From 2012 to 2022 a total of 2491 abstracts have been published at ERC congresses. Published abstracts ranged from 88 (in 2020) to 368
(in 2015). On average, the most common ERC guidelines topics were Adult basic life support (50.1%), followed by Adult advanced life support
(41.5%), while Newborn resuscitation and support of transition of infants at birth (2.1%) was the least common topic. The findings also highlight that
the Basic Life Support and Adult Advanced Life Support ERC guidelines topics have the strongest co-occurrence to all ERC guidelines topics, where
the Newborn resuscitation and support of transition of infants at birth (2.1%; 52/2491) ERC guidelines topic has the weakest co-occurrence.
Conclusion: This study demonstrates the capabilities of generative artificial intelligence in the bibliometric analysis of abstract titles using the example
of resuscitation medicine research over the last decade at ERC conferences using large language models. Keywords: generative artificial intelligence, bibliometric analysis, congress, emergency medicine, European Resuscitation Council Published in DKUM: 27.11.2024; Views: 0; Downloads: 1
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10. Effects of a serious smartphone game on nursing students` theoretical knowledge and practical skills in adult basic life support : randomized wait list-controlled trialNino Fijačko, Ruth Masterson Creber, Špela Metličar, Matej Strnad, Robert Greif, Gregor Štiglic, Pavel Skok, 2024, original scientific article Abstract: Background: Retention of adult basic life support (BLS) knowledge and skills after professional training declines over time.To combat this, the European Resuscitation Council and the American Heart Association recommend shorter, more frequent BLS sessions. Emphasizing technology-enhanced learning, such as mobile learning, aims to increase out-of-hospital cardiac arrest (OHCA) survival and is becoming more integral in nursing education.
Objective: The aim of this study was to investigate whether playing a serious smartphone game called MOBICPR at home can improve and retain nursing students’ theoretical knowledge of and practical skills in adult BLS.
Methods: This study used a randomized wait list–controlled design. Nursing students were randomly assigned in a 1:1 ratio to either a MOBICPR intervention group (MOBICPR-IG) or a wait-list control group (WL-CG), where the latter received the MOBICPR game 2 weeks after the MOBICPR-IG. The aim of the MOBICPR game is to engage participants in using smartphone
gestures (eg, tapping) and actions (eg, talking) to perform evidence-based adult BLS on a virtual patient with OHCA. The participants’ theoretical knowledge of adult BLS was assessed using a questionnaire, while their practical skills were evaluated on cardiopulmonary resuscitation quality parameters using a manikin and a checklist.
Results: In total, 43 nursing students participated in the study, 22 (51%) in MOBICPR-IG and 21 (49%) in WL-CG. There were differences between the MOBICPR-IG and the WL-CG in theoretical knowledge (P=.04) but not in practical skills (P=.45) after MOBICPR game playing at home. No difference was noted in the retention of participants’ theoretical knowledge and practical
skills of adult BLS after a 2-week break from playing the MOBICPR game (P=.13). Key observations included challenges in response checks with a face-down manikin and a general neglect of safety protocols when using an automated external defibrillator.
Conclusions: Playing the MOBICPR game at home has the greatest impact on improving the theoretical knowledge of adult BLS in nursing students but not their practical skills. Our findings underscore the importance of integrating diverse scenarios into adult BLS training. Keywords: serious smartphone game, adult basic life support, teaching, games, gaming, education, nurses, nursing, educational, mHealth, mobile health, applications, smartphones, randomized controlled trial, technology-enhanced learning, life support, knowledge retention, practical Published in DKUM: 27.11.2024; Views: 0; Downloads: 3
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