Haku
Viitteet 1-10 / 19
Terveyden mobiilisovellukset – hyötyä vai huvia?
(Suomen sairaanhoitajaliitto ry, 2016)
Perheissä puheeksi lihavuus
(Fioca Oy, 2014)
Millaisten tutkimusmenetelmien käyttöä tulisi vahvistaa hoitotieteessä? - kartoittava katsaus CINAHL tietokantaan perustuen
(Hoitotieteiden tutkimusseura, 2020)
Hoitotieteen tutkimuksen vahvistaminen ja strateginen suuntaaminen sisällöllisesti ja menetelmällisesti ovat painopisteitä hoitotyön tutkimusorganisaatioiden, korkeakoulujen, yhteisöjen ja verkostojen toiminnassa. Hoitotieteen ...
Laskimoreittien määritelmät ja valintakriteerit: integratiivinen katsaus
(Suomen Sairaanhoitajat, 2022)
Families in Paediatric Oncology Nursing: Critical Incidents From the Nurses' Perspective
(Elsevier, 2019)
PURPOSE: Paediatric oncology nurses encounter challenges with families on a daily basis. This study explores how nurses describe significant incidents when encountering families and family members during the child’s ...
Mental health service users’ and professionals’ relationship with games and gaming
(Sage Publishing, 2018)
Background: Games and elements of gamification can be utilized in mental healthcare to provide customized interventions for the service users. However, very little evidence exists as to what kind of experiences service ...
The voice of paediatric oncology nurses: A longitudinal diary study of professional development
(Elsevier, 2019)
Purpose
There is a limited amount of studies with results on professional development of paediatric oncology nurses. This study seeks to increase the understanding of the factors associated with the professional development ...
A comparative review of advanced practice nurse programmes in the Nordic and Baltic countries
(Elsevier, 2023)
Background: Advanced practice nurses (APNs) programs are career-development opportunities significant for nursing workforce retention as well as for the quality of patient care. Inconsistency regarding policy, education, ...
Gamification in Healthcare: Perspectives of Mental Health Service Users and Health Professionals
(Taylor & Francis, 2016)
The purpose of this descriptive qualitative study is to explore the perceptions and experiences that mental health service users (n = 10) and healthcare professionals (n = 32) have regarding the use of gamification in ...
Utilizing games in the co-production of mental health services
(Sosiaali- ja terveyshuollon tietojenkäsittely-yhdistys, 2020)
This study analyses the application of a co-production approach in utilizing digital games and game-related methods in mental health services. The goal is to offer a real-world experiment on co-production, focusing on ...