Psych in the Digital Age Topic 3

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27 Terms

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mobile phone / smart phone

portable computers with which the user has a personal relationship, and which has a great impact on their social lives

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blended care

the combination of DMH services used alongside face to face intervention

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the 4 key features of successful apps

high patient engagement, simple user interface, transdiagnostic capabilities, self-monitoring features

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high patient engagement

usage of reminders and gamification

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simple user interface

requires low cognitive load to use

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transdiagnostic capabilities

apps that can be used for multiple mental health concerns, reducing the committment needed to engage with DMH

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self-monitoring features

increase emotional self-awareness and coping skills

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MARS

mobile application rating scale

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objective quality subscales of MARS

engagement, functionality, aesthetics, information

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other subscales of the MARS

subjective quality rating, app-specific features

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issues of RCT research within DMH

the time difference between grant application and publication / community implementation

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Riley’s 3 Rs for research

rapid, responsive, relevant

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ways current research has tried to limit the challenges of RCT research

using smaller sample sizes, different methods of pilot testing, using ongoing testing

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modern pilot testing methods

sequential multiple assignment randomised trials (SMART); multiphase optimisation strategy trials (MOST)

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multiphase optimisation strategy trials (MOST)

studies that are condicted in iterative phases, where different variables are tested at each phase and held constant at the next phase

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one ongoing testing technique

continuous evaluation of evolving behavioural intervention technologies (CEEBIT)

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virtual reality

the leveraging of technologies to produce sensory stimuli to create a realistic, interactive, and immersive experience of a 3D environment

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head mounted displays (HMDs)

devices worn on the head encompassing the visual field to deliver virtual realities; deliver a slightly different image to each eye to create the illusion of depth, movement, and speed

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immersion

the extent to which VR technologies can achieve place illusion, plausibility, and presence to reflect real world behaviours and experiences

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place illusion

the sense of being there while using VR

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plausibility

the feeling that the scenario of a virtual environment is actually happening

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presence

the degree to which a individual feels physically present in the virtual world

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digital divide

the finding that the development of virtual realities has outpaced its research

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sensor

a device that detects and responds to some type of input from the physical environment

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machine learning

a type of AI that provides computers with the ability to learn when exposed to new data, without being explicitly programmed

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data mining

the process of discovering patterns and relationships in large data sets to solve problems through data analysis

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Mobilyze!

an app and internet based intervention with minimal therapist intervention for the treatment of depression