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- All Subjects: Physical Therapy
- All Subjects: Card-Based Games
- Creators: Broman, Tannah
- Member of: Theses and Dissertations
In the western medicine, there are many forms of medicines and therapies that have not yet been formally recognized by major government health organizations like the Food and Drug Administration (FDA). These therapies are also considered quite controversial by health-care workers within our western society. As such, the implications of these medicines from a health/economics view show that insurance agencies have not formally added them to policies. In this documentary, we will explain and analyze the function and purpose of stem cell therapy (STT) injections and the use of biologics, which is defined as the medication produced from our own blood and proteins. We will fill in the gaps with knowledge regarding regenerative medicine, such as the functions and properties of stem cells and its lack of standardization in therapeutics. After providing further knowledge on these topics, we will transition into the health/economic perspective encompassing insurance coverage, government funding, FDA regulation and its potential future.
The goal of this creative project was to create a card-based game relevant to a functional anatomy course. This game would facilitate learning of the muscles, their origins and insertions, and the joint actions to which they strongly contribute. In order to create an effective study tool for memorization and retention, we utilized aspects of cognitive load theory, as well as emotional design principles, including gamification. We focused on the three types of cognitive load: (1) intrinsic cognitive load (the inherent complexity of the learning material), (2) germane cognitive load (the capacity of working memory to create cognitive schema), and (3) extraneous cognitive load (aspects of a learning task that do not contribute to the learning goal). Our goals for effective game design were to increase germane load, decrease intrinsic load, and decrease extraneous load. Additionally, emotional design principles and gamification were used to elicit positive emotions regarding the learning material to increase the amount of working memory load dedicated to learning, rather than extraneous processing.