2025
Authors
Cunha, A; Campos, MJ; Ferreira, MC; Fernandes, CS;
Publication
TEACHING AND LEARNING IN NURSING
Abstract
Background: During their training, nurses must develop interprofessional collaboration skills, which are essential in clinical settings. Aim: This study aims to describe the development and testing stages of a virtual escape room, named Lock-down Treatment, to enhance interprofessional collaboration. Methods: The User-Centered Design methodology was used, involving users from requirement gathering to iterative prototyping. Requirements were established through interviews with 6 healthcare professionals, and a prototype was developed and tested for final assessment. Results: The results identified key areas for improvement, particularly in terms of timing and support during the game and demonstrated the effectiveness of the escape room in promoting interdisciplinary collaboration. This study proves that tools like escape rooms can significantly enrich nursing education. Conclusion: It is essential to integrate innovative methods into interprofessional training, making it more engaging and interactive. However, it is crucial that such tools are meticulously planned and validated to ensure their suitability through a rigorous validation process. Future research should evaluate the 'Lockdown Treatment' to assess its long-term effectiveness and applicability in clinical practice and patient outcomes. (c) 2025 The Authors. Published by Elsevier Inc. on behalf of Organization for Associate Degree Nursing. This is an open access article under the CC BY license (http://creativecommons.org/licenses/by/4.0/)
2025
Authors
Cerqueira, F; Ferreira, MC; Campos, MJ; Fernandes, CS;
Publication
COMPUTER METHODS AND PROGRAMS IN BIOMEDICINE
Abstract
Background: The study aims to present and explain the development stages of a mobile app designed to improve health literacy for self-management of oncological diseases. Through the integration of gamification, the app aims to enhance patient engagement and education in an interactive manner. Methods: The methodology of Design Science in Information Systems and Software Engineering was employed, which included stages of needs identification, requirements definition, prototyping, and iterative validation of the developed artifact. A total of 132 participants, consisting of patients and healthcare professionals, were involved in the development of the PocketOnco application. The subsequent implementation of the App, PocketOnco, involved usability testing, System Usability Scale assessment, and the collection of qualitative feedback. Results: The usability testing analysis revealed excellent acceptance of PocketOnco, with the gamified elements such as quizzes and reward systems being particularly appreciated for their ability to consistently engage and motivate users. Conclusion: The various stages in the development of this resource ensure the quality of its purpose. The application proved to be a viable and attractive solution for both patients and healthcare professionals, suggesting a promising path for future digital interventions in the field of oncology.
2025
Authors
Amarelo, A; da Mota, MCC; Amarelo, BLP; Ferreira, MC; Fernandes, CS;
Publication
PAIN MANAGEMENT NURSING
Abstract
Objective: The aim of this systematic review and meta-analysis is to systematically collect, evaluate, and critically synthesize research findings on the effects of physical exercise on chemotherapy-induced peripheral neuropathy (CIPN). Method: The Joanna Briggs Institute (JBI) methodology for systematic reviews was adopted for this study. We searched the Medline (R), CINAHL, SportDiscus, and Scopus databases to identify relevant articles published from inception to March 2024. This review was reported in accordance with the guidelines of the Preferred Reporting Items for Systematic Reviews and Meta-Analyses (PRISMA). Results: Twelve studies met the inclusion criteria, totaling 928 participants. Interventions ranged from aerobic and resistance exercises to balance and strength training. A range of physical exercise interventions was explored, including brisk walking, endurance training, weight exercises, and resistance bands, as well as combined programs of aerobics, resistance, and balance training, all tailored to improve symptoms and quality of life in patients with chemotherapy-induced peripheral neuropathy. The meta-analysis focused on five studies that used the FACT/GOG-Ntx scale indicated a standardized mean difference of 0.50 (95% CI: 0.26, 0.74), favoring exercise, reflecting significant improvements in neuropathy symptoms. The heterogeneity among the studies was low (I 2 = 2%), suggesting consistency in the beneficial effects of exercise. Conclusions: From the results analyzed, the descriptive analysis of the 12 included studies shows promising outcomes not only related to individuals' perceptions of CIPN severity but also in terms of physical functioning, balance, ADL (Activities of Daily Living) performance, pain, and quality of life. The findings support the integration of structured exercise programs into oncological treatment plans. (c) 2024 The Authors. Published by Elsevier Inc. on behalf of American Society for Pain Management Nursing. This is an open access article under the CC BY license (http://creativecommons.org/licenses/by/4.0/)
2025
Authors
Martins, D; Campos, MJ; Ferreira, MC; Fernandes, CS;
Publication
JOURNAL OF IMMIGRANT AND MINORITY HEALTH
Abstract
This article describes the steps involved in creating a prototype with a gamified approach aimed at highlighting the challenges encountered by immigrants in foreign countries. This serious game sought to provide an interactive experience that mirrored the real-life obstacles faced by immigrants, fostering empathy among non-immigrant players in these scenarios, with the goal of improving attitudes toward immigrants. During the development phase of the game, a user-centered design approach was employed. The project was divided into several phases: understanding the context, comprehending user needs, iterative prototyping, and usability testing. Both immigrants and non-immigrants participated in the study, directly contributing to defining requirements and evaluating the game. The serious game Typical Day, designed to simulate everyday situations faced by immigrants through interactive scenarios and critical decisions, demonstrated positive acceptance in terms of usability and engagement. The results indicated that Typical Day provided an engaging and educational gaming experience, successfully balancing entertainment and information. Positive feedback from 45 non-immigrant participants highlighted its potential as an educational tool to raise awareness about the experiences of immigrants. However, further studies are needed to evaluate its long-term impact on attitudes and behaviors. In conclusion, this study contributes to the literature by addressing a gap in gamified approaches to immigrant challenges, laying the foundation for future developments in serious games aimed at promoting attitude change.
2025
Authors
Cunha, A; Campos, MJ; Ferreira, MC; Fernandes, CS;
Publication
JOURNAL OF INTERPROFESSIONAL CARE
Abstract
Interprofessional collaboration is an essential competency for healthcare professionals, and escape rooms have emerged as an innovative strategy to enhance teamwork and communication. The purpose of this scoping review was to identify and summarize how escape rooms are used in the teaching and enhancement of interprofessional collaboration skills. We conducted a scoping review following the Preferred Reporting Items for Systematic Reviews and Meta-Analyses for Scoping Review (PRISMA-ScR) guidelines. A search of five databases, Scopus (R), Web of Science (R), CINAHL Complete (R), MEDLINE (R) and PsychINFO (R) was conducted for all articles until 1 January 2024. The review included 15 studies, mostly from the USA, involving a total of 2,434 participants across various healthcare professions. Key findings indicated significant improvements in group cohesion, communication, understanding of team roles, and interprofessional skills. Escape rooms can be an effective pedagogical tool in enhancing interprofessional competencies among healthcare students and professionals. Further research is needed to explore the sustainability of skills gained over time through escape rooms and to refine assessment methods.
2025
Authors
Reza, S; Ferreira, MC; Machado, JJM; Tavares, JMRS;
Publication
IEEE TRANSACTIONS ON INTELLIGENT TRANSPORTATION SYSTEMS
Abstract
Acoustic monitoring of road traffic events is an indispensable element of Intelligent Transport Systems to increase their effectiveness. It aims to detect the temporal activity of sound events in road traffic auditory scenes and classify their occurrences. Current state-of-the-art algorithms have limitations in capturing long-range dependencies between different audio features to achieve robust performance. Additionally, these models suffer from external noise and variation in audio intensities. Therefore, this study proposes a spectrogram-specific transformer model employing a multi-head attention mechanism using the scaled product attention technique based on softmax in combination with Temporal Convolutional Networks to overcome these difficulties with increased accuracy and robustness. It also proposes a unique preprocessing step and a Deep Linear Projection method to reduce the dimensions of the features before passing them to the learnable Positional Encoding layer. Rather than monophonic audio data samples, stereophonic Mel-spectrogram features are fed into the model, improving the model's robustness to noise. State-of-the-art One-dimensional Convolutional Neural Networks and Long Short-term Memory models were used to compare the proposed model's performance on two well-known datasets. The results demonstrated its superior performance by achieving an improvement in accuracy of 1.51 to 3.55% compared to the studied baselines.
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