<?xml version="1.0" encoding="UTF-8"?><feed xmlns="http://www.w3.org/2005/Atom" xmlns:dc="http://purl.org/dc/elements/1.1/">
<title>Santé</title>
<link href="https://luck.synhera.be/handle/123456789/149" rel="alternate"/>
<subtitle/>
<id>https://luck.synhera.be/handle/123456789/149</id>
<updated>2026-04-07T02:19:25Z</updated>
<dc:date>2026-04-07T02:19:25Z</dc:date>
<entry>
<title>Expérience du flow en simulation : une étude exploratoire .</title>
<link href="https://luck.synhera.be/handle/123456789/3100" rel="alternate"/>
<author>
<name>DELVAUX, Sophie</name>
</author>
<author>
<name>PILOTE, Bruno</name>
</author>
<author>
<name>GUAY, F.,</name>
</author>
<author>
<name>SERVOTTE, Jean-Christophe</name>
</author>
<author>
<name>TOCK, Ryan</name>
</author>
<id>https://luck.synhera.be/handle/123456789/3100</id>
<updated>2026-03-09T09:27:30Z</updated>
<published>2025-06-05T00:00:00Z</published>
<summary type="text">Expérience du flow en simulation : une étude exploratoire .
DELVAUX, Sophie; PILOTE, Bruno; GUAY, F.,; SERVOTTE, Jean-Christophe; TOCK, Ryan
Communication au 9ème Congrès mondial du SIDIIEF, Lausanne, Suisse.
</summary>
<dc:date>2025-06-05T00:00:00Z</dc:date>
</entry>
<entry>
<title>Simulation en santé : aller au-delà des effets  didactiques au travers d’une étude qualitative  exploratoire</title>
<link href="https://luck.synhera.be/handle/123456789/3097" rel="alternate"/>
<author>
<name>SERVOTTE, Jean-Christophe</name>
</author>
<author>
<name>DELVAUX, Sophie</name>
</author>
<author>
<name>PILOTE, Bruno</name>
</author>
<id>https://luck.synhera.be/handle/123456789/3097</id>
<updated>2026-03-04T08:51:32Z</updated>
<published>2025-06-05T00:00:00Z</published>
<summary type="text">Simulation en santé : aller au-delà des effets  didactiques au travers d’une étude qualitative  exploratoire
SERVOTTE, Jean-Christophe; DELVAUX, Sophie; PILOTE, Bruno
Communication orale au  9ième Congrès Mondial du SIDIIEF - L’innovation infirmière moteur des transformations &#13;
en santé – 2025&#13;
Type de communication : Communication orale
</summary>
<dc:date>2025-06-05T00:00:00Z</dc:date>
</entry>
<entry>
<title>Score Your Way to Clinical Reasoning Excellence: SCALENEo Online Serious Game in Physiotherapy Education</title>
<link href="https://luck.synhera.be/handle/123456789/3066" rel="alternate"/>
<author>
<name>Hage, Renaud</name>
</author>
<author>
<name>Dierick, Frédéric</name>
</author>
<author>
<name>Da Natividade, Joël</name>
</author>
<author>
<name>Daniau, Simon</name>
</author>
<author>
<name>Estievenart, Wesley</name>
</author>
<author>
<name>Leteneur, Sébastien</name>
</author>
<author>
<name>SERVOTTE, Jean-Christophe</name>
</author>
<author>
<name>A. Jones, Mark</name>
</author>
<author>
<name>BUISSERET, Fabien</name>
</author>
<id>https://luck.synhera.be/handle/123456789/3066</id>
<updated>2025-08-21T12:15:33Z</updated>
<published>2025-08-21T00:00:00Z</published>
<summary type="text">Score Your Way to Clinical Reasoning Excellence: SCALENEo Online Serious Game in Physiotherapy Education
Hage, Renaud; Dierick, Frédéric; Da Natividade, Joël; Daniau, Simon; Estievenart, Wesley; Leteneur, Sébastien; SERVOTTE, Jean-Christophe; A. Jones, Mark; BUISSERET, Fabien
SCALENEo (Smart ClinicAL rEasoning iN physiothErapy) is an innovative online serious&#13;
game designed to improve clinical reasoning in musculoskeletal physiotherapy education.&#13;
Adapted from the “Happy Families” card game, it provides an interactive, structured&#13;
approach to developing students/learners’ ability to categorize clinical information into&#13;
families of hypotheses. This digital platform supports both self-directed and collaborative&#13;
learning, eliminating the need for continuous instructor supervision while ensuring meaningful&#13;
engagement. SCALENEo features a unique feedback and scoring system that not&#13;
only assesses students/learners’ decision-making processes but also promotes cautious and&#13;
reflective reasoning over random guessing. By aligning with evidence-based pedagogical&#13;
strategies, such as serious games and formative assessment, SCALENEo offers educators&#13;
a powerful tool to reinforce critical thinking, improve student/learner engagement, and&#13;
facilitate deeper learning in clinical reasoning education.
</summary>
<dc:date>2025-08-21T00:00:00Z</dc:date>
</entry>
<entry>
<title>Impact of virtual reality on performance among undergraduate healthcare professionals: A cross-sectional study</title>
<link href="https://luck.synhera.be/handle/123456789/2607" rel="alternate"/>
<author>
<name>Chevalier, Sabrina</name>
</author>
<author>
<name>Paquay, Méryl</name>
</author>
<author>
<name>Goffoy, Jonathan</name>
</author>
<author>
<name>SERVOTTE, Jean-Christophe</name>
</author>
<author>
<name>Stipulante, Samuel</name>
</author>
<author>
<name>Ghuysen, Alexandre</name>
</author>
<id>https://luck.synhera.be/handle/123456789/2607</id>
<updated>2025-03-29T03:11:48Z</updated>
<published>2023-11-03T00:00:00Z</published>
<summary type="text">Impact of virtual reality on performance among undergraduate healthcare professionals: A cross-sectional study
Chevalier, Sabrina; Paquay, Méryl; Goffoy, Jonathan; SERVOTTE, Jean-Christophe; Stipulante, Samuel; Ghuysen, Alexandre
In recent years, Virtual Reality (VR) has been increasingly used to train healthcare professionals.&#13;
However, certain aspects of its application, such as the relationship between VR environments,&#13;
training, and Sense of Presence (SoP), have yet to be explored. SoP impacts learners’&#13;
performances in certain learning situations, whereas in others, it does not. This study aimed&#13;
to investigate the impact of VR, including SoP, on immersive mass incident simulation&#13;
performances. A cross-sectional study was performed by immersing 83 undergraduate&#13;
students (ambulance attendants, student nurses, and medical students) in a VR simulation.&#13;
Questionnaires were administered before, during, and after the simulation to assess&#13;
variables impacting non-technical skills. The results revealed that SoP was not associated&#13;
with performance (P = 0.66). However, performance was associated with the learners’&#13;
perceptions of the VR environment (P = 0.008). Therefore, the impact of environmental&#13;
perception on performance should be considered, allowing instructors to promote optimal&#13;
training in VR. Moreover, SoP may impact performance in certain types of learning, like&#13;
emotional skills training. Thus, VR should be chosen as a simulation modality to encourage&#13;
reflexivity through rapid feedback and learning skills in the affective domain.
</summary>
<dc:date>2023-11-03T00:00:00Z</dc:date>
</entry>
</feed>
