José Luis Romero-Béjar

Prof. Dr. José Luis Romero-Béjar

University of Granada ( Spain)
orcid

Research Focus & Metrics

Academic Career Length

9Years (2018-Present)

(Calculated once Scilit publication data is synced: current year − year of first publication + 1)

Representative Publications

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SRSantiago Ramírez-Elvira
Santiago Ramírez-Elvira
José Luis Romero-BéjarJosé Luis Romero-Béjar
José Luis Romero-Béjar
Nora Suleiman-MartosNora Suleiman-Martos
Nora Suleiman-Martos
Jose L. Gómez-UrquizaJose L. Gómez-Urquiza
Jose L. Gómez-Urquiza
CMCarolina S. Monsalve-Reyes
Carolina S. Monsalve-Reyes
Luis Albendín-GarcíaLuis Albendín-García
Luis Albendín-García
Nursing is considered to be an at-risk profession of burnout due to daily exposure to difficult situations such as death and pain care. In addition, some units such as the intensive care unit (ICU), can be stressful due to high levels of morbidity and mortality and ethical dilemmas. Burnout causes a deterioration in quality of care, increasing the risk of mortality in patients due to poor performance and errors in the healthcare environment. The aim of this study was to analyse the levels, prevalence and related factors of burnout in ICU nurses. A systematic review and meta-analysis were carried out in the Medline, Scopus and CINAHL databases. Fifteen articles were found for the systematic review and four for the meta-analysis. With a sample of n = 1986 nurses, the meta-analytic estimate prevalence for high emotional exhaustion was 31% (95% CI, 8–59%), for high depersonalization was 18% (95% CI, 8–30%), and for low personal accomplishment was 46% (95% CI, 20–74%). Within the dimensions of burnout, emotional exhaustion had a significant relationship with depression and personality factors. Both sociodemographic factors (being younger, single marital status, and having less professional experience in ICU) and working conditions (workload and working longer hours) influence the risk of burnout syndrome.

22 February 2024 in Intensive and Critical Care Nursing
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Journal Article
Open access
CQCarmen Quesada-Puga
Carmen Quesada-Puga
FIFrancisco José Izquierdo-Espin
Francisco José Izquierdo-Espin
MMMaría José Membrive-Jiménez
María José Membrive-Jiménez
RARaimundo Aguayo
Raimundo Aguayo
Guillermo A. Cañadas-De La FuenteGuillermo A. Cañadas-De La Fuente
Guillermo A. Cañadas-De La Fuente
JGJosé Luis Gómez-Urquiza
José Luis Gómez-Urquiza
The severe conditions often experienced in an intensive care unit, combined with poor working conditions, increase stress and therefore decrease job satisfaction. Sustained stress in the workplace leads to the development of burnout, a syndrome characterised by three dimensions: emotional exhaustion, depersonalisation and perceived lack of personal fulfilment. To analyse the relationship between burnout syndrome and job satisfaction among ICU personnel. The PubMed, CINAHL and Scopus databases were used. A systematic review and meta-analysis. The study sample consisted of 18 quantitative primary studies conducted in the last five years. Validated questionnaires were used to assess burnout in ICU healthcare workers, the most commonly used being the Maslach Burnout Inventory. The search equation applied was: "job satisfaction AND nurs* AND burnout AND (ICU OR intensive care units)". The search was performed in October 2022. The search returned 514 results. Only 73 articles met the eligibility criteria. After reading the title and abstract, 20 articles were selected. After reading the full texts, 12 articles remained and after the reverse search, 18 articles were finally selected. The studies reported a 50% prevalence of burnout, all three dimensions of which were heightened by the COVID-19 pandemic. Analysis of the study findings revealed an inverse association between burnout and job satisfaction. Job dissatisfaction of ICU nurses depends on lack of experience, working conditions or working environment among others. ICU nurses with lower job satisfaction have higher levels of burnout. This meta-analysis shows the potential value of job satisfaction on improving health outcomes related to burnout syndrome for nursing professional in Intensive Care Units. Different factors that could increase job satisfaction and consequently protect them from suffering high levels of burnout, such as salary, permanence in the service, mental health care are the responsibility of the hospital supervisor and, finally, of the own Health System. Knowledge of a risk profile based on the factors influencing job dissatisfaction would enable the implementation of effective workplace interventions to reduce or prevent the risk of burnout. Health policies should focus on protecting the worker, so in addition to improving working conditions, it would be interesting to promote coping skills in order to improve the quality of care and patient safety.

20 July 2021 in Nutrients
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Nora Suleiman-MartosNora Suleiman-Martos
Nora Suleiman-Martos
RGRuben Garcia-Lara
Ruben Garcia-Lara
MMMaria Begoña Martos
Maria Begoña Martos
Luis Albendín-GarcíaLuis Albendín-García
Luis Albendín-García
José Luis Romero-BéjarJosé Luis Romero-Béjar
José Luis Romero-Béjar
Jose L. Gómez-UrquizaJose L. Gómez-Urquiza
Jose L. Gómez-Urquiza
Currently, one of the main public health problems among children and adolescents is poor adherence to healthy habits, leading to increasingly high rates of obesity and the comorbidities that accompany obesity. Early interventions are necessary, and among them, the use of gamification can be an effective method. The objective was to analyse the effect of game-based interventions (gamification) for improving nutritional habits, knowledge, and changes in body composition. A systematic review and meta-analysis were performed in CINAHL, EMBASE, LILACS, MEDLINE, SciELO, and Scopus databases, following the PRISMA recommendations. There was no restriction by year of publication or language. Only randomized controlled trials were included. Twenty-three articles were found. After the intervention, the consumption of fruit and vegetables increased, as well as the knowledge on healthy food groups. The means difference showed a higher nutritional knowledge score in the intervention group 95% CI 0.88 (0.05–1.75). No significant effect of gamification was found for body mass index z-score. Gamification could be an effective method to improve nutritional knowledge about healthier nutritional habits. Promoting the development of effective educational tools to support learning related to nutrition is necessary in order to avoid and prevent chronic diseases.

24 January 2022 in Journal of Clinical Nursing
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Nora Suleiman-MartosNora Suleiman-Martos
Nora Suleiman-Martos
RGRuben Garcia-Lara
Ruben Garcia-Lara
MMMaría José Membrive-Jiménez
María José Membrive-Jiménez
LPlaura pradas
laura pradas
José Luis Romero-BéjarJosé Luis Romero-Béjar
José Luis Romero-Béjar
Jose L. Gómez-UrquizaJose L. Gómez-Urquiza
Jose L. Gómez-Urquiza
Background: Games are increasingly being used as a means of alleviating pain and anxiety in paediatric patients, in the view that this form of distraction is effective, non‐invasive and non‐pharmacological.Aims: To determine whether a game‐based intervention (via gamification or virtual reality) during the induction of anaesthesia reduces preoperative pain and anxiety in paediatric patients.Methods: A systematic review with meta‐analysis of randomised controlled trials was performed in accordance with the PRISMA (Preferred Reporting Items for Systematic Reviews and Meta‐Analyses) guidelines and using RevMan software. The review was based on a search of the EMBASE, CINAHL, Medline, SciELO and Scopus databases, conducted in July 2021. No restriction was placed on the year of publication.Results: 26 studies were found, with a total study population of 2525 children. Regarding pain reduction, no significant differences were reported. For anxiety during anaesthesia induction, however, a mean difference of −10.62 (95% CI −13.85, −7.39) on the Modified Yale Preoperative Anxiety Scale, in favour of game‐based intervention, was recorded.Conclusions: Game‐based interventions alleviate preoperative anxiety during the induction of anaesthesia in children. This innovative and pleasurable approach can be helpful in the care of paediatric surgical patients.Relevance to clinical practice: In children, preoperative management is a challenging task for healthcare professionals, and game‐based strategies could enhance results, improving patients’ emotional health and boosting post‐surgery recovery. Distractive games‐based procedures should be considered for incorporation in the pre‐surgery clinical workflow in order to optimise healthcare.

21 December 2021 in Journal of Advanced Nursing
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Nora Suleiman-MartosNora Suleiman-Martos
Nora Suleiman-Martos
RGRubén García‐Lara
Rubén García‐Lara
Luis Albendín-GarcíaLuis Albendín-García
Luis Albendín-García
José Luis Romero-BéjarJosé Luis Romero-Béjar
José Luis Romero-Béjar
Guillermo A. Cañadas-De La FuenteGuillermo A. Cañadas-De La Fuente
Guillermo A. Cañadas-De La Fuente
Jose L. Gómez-UrquizaJose L. Gómez-Urquiza
Jose L. Gómez-Urquiza
Aim: To analyse the effects of active video games on physical function in independent community‐dwelling older adults.Design: Systematic review and meta‐analysis of randomized controlled trials.Data sources: The CINAHL, LILACS, Medline, Proquest and Scopus databases were consulted, with no restriction by year of publication.Review methods: Preferred Reporting Items for Systematic Reviews and Meta‐Analyses (PRISMA) guidelines were followed. The meta‐analysis was performed using RevMan software.Results: The analysis included 22 randomized controlled trials with a total of 1208 participants (all ≥55 years old). In our meta‐analyses, the effects produced by playing the active video games (mean differences) were statistically significant for the variables Gait speed and Timed up‐and‐go. The differences between the control and experimental groups were not significant in the following tests: 6‐minute walk, 30‐second chair stand, balance (measured with the Berg Balance Scale), cadence, grip strength, knee extension strength, 8‐Foot Up‐and‐Go or velocity.Conclusions: Physical exercise from participation in active video games has beneficial effects on two clinical parameters (Gait speed and Timed up‐and‐go) in independent community‐dwelling older adults. However, the effects on other parameters do not differ from those obtained with conventional exercise training. Therefore, the clinical significance of these benefits is limited.Impact: Older adults usually perform little physical activity. In consequence, researchers have increasingly considered alternatives to traditional forms of exercise. One such is that provided by active video games, which can be a source of stimulation, encouraging adherence and motivation in exercise programmes. Our review shows that active video games can improve gait speed and mobility, but in other respects obtain no differences from conventional exercises. Further tailored randomized clinical trials should be undertaken with diverse populations of older adults to evaluate different physical function variables to determine the most appropriate training approach and its optimal design and duration.

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Nora Suleiman-MartosNora Suleiman-Martos
Nora Suleiman-Martos
ACAlberto Caballero-Vázquez
Alberto Caballero-Vázquez
Jose L. Gómez-UrquizaJose L. Gómez-Urquiza
Jose L. Gómez-Urquiza
Luis Albendín-GarcíaLuis Albendín-García
Luis Albendín-García
José Luis Romero-BéjarJosé Luis Romero-Béjar
José Luis Romero-Béjar
Guillermo A. Cañadas-De La FuenteGuillermo A. Cañadas-De La Fuente
Guillermo A. Cañadas-De La Fuente
A respiratory syncytial virus (RSV) is the major cause of respiratory tract infection in children under 5 years. However, RSV infection in the European Region of the World Health Organization has not been systematically reviewed. The aim was to determine the prevalence and factors associated with RSV in children under 5 years of age in European regions. A systematic review and meta-analysis was performed. CINAHL, Medline, LILACS, ProQuest, SciELO, and Scopus databases were consulted for studies published in the last 5 years, following Preferred Reporting Items for Systematic Reviews and Meta-analysis guidelines. The search equation was “respiratory syncytial virus AND (newborn OR infant OR child) AND (prevalence OR risk factors)”. Studies reporting the prevalence of RSV were eligible for inclusion in the meta-analysis. A total of 20 articles were included. The meta-analytic prevalence estimation of RSV, with a sample of n = 16,115 children, was 46% (95% CI 34–59%). The main risk factors were age, male gender, winter season, and environmental factors such as cold temperatures, higher relative humidity, high concentrations of benzene, exposure to tobacco, and living in urban areas. Robust age-specific estimates of RSV infection in healthy children should be promoted in order to determine the optimal age for immunization. In addition, it is necessary to analyse in greater depth the potentially predictive factors of RSV infection, to be included in prevention strategies.