Anna Janssen

Ms. Anna Janssen

orcid

Research Focus & Metrics

Academic Career Length

13Years (2014-Present)

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

Representative Publications

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24 October 2017 in Journal of Medical Internet Research
Verified
Journal Article
Open access
TSTim Shaw
Tim Shaw
DMDeborah McGregor
Deborah McGregor
MBMelissa Brunner
Melissa Brunner
MKMelanie Keep
Melanie Keep
AJAnna Janssen
Anna Janssen
SBStewart Barnet
Stewart Barnet
Journal of Medical Internet Research - International Scientific Journal for Medical Research, Information and Communication on the Internet

1 July 2017 in European Journal of Radiology
Verified
Journal Article
Closed access
JTJames Toft
James Toft
WHWilliam J. Hadden
William J. Hadden
JLJerome M. Laurence
Jerome M. Laurence
VLVincent Lam
Vincent Lam
LYLawrence Yuen
Lawrence Yuen
HPHenry Pleass
Henry Pleass

15 May 2018 in Journal of Medical Internet Research
Verified
Journal Article
Open access
MBMelissa Brunner
Melissa Brunner
DMDeborah McGregor
Deborah McGregor
MKMelanie Keep
Melanie Keep
AJAnna Janssen
Anna Janssen
HSHeiko Spallek
Heiko Spallek
TSTim Shaw
Tim Shaw
Journal of Medical Internet Research - International Scientific Journal for Medical Research, Information and Communication on the Internet

27 January 2020 in JMIR Serious Games
Verified
Journal Article
Open access
Naseem AhmadpourNaseem Ahmadpour
Naseem Ahmadpour
MKMelanie Keep
Melanie Keep
AJAnna Janssen
Anna Janssen
ARAnika Rouf
Anika Rouf
MMMichael Marthick
Michael Marthick
Background: Virtual reality (VR) technology has been explored in the health sector as a novel tool for supporting treatment side effects, including managing pain and anxiety. VR has recently become more available with the launch of low-cost devices and apps.Objective: This study aimed to provide an updated review of the research into VR use for pain and anxiety in pediatric patients undergoing medical procedures.Methods: We performed a scoping review. To identify relevant studies, we searched three electronic databases. Two authors screened the titles and abstracts for relevance and eligibility criteria.Results: Overall, 1386 articles were identified. In total, 18 articles were included in the review. Articles were published in English between 2013 and 2018. Our review determined that VR technology was being administered in a range of situations to modulate acute and chronic pain or anxiety, needle phobia, and procedural care in children and adolescents. We identified 9 articles that designed the bespoke VR apps. The findings were analyzed to develop a holistic model and describe the product, experience, and intervention aspects that need to be considered in designing such medical VR apps.Conclusions: VR has been demonstrated to be effective for managing pain and anxiety in a variety of populations. However, design strategies are limited beyond distraction techniques. We propose future VR interventions to explore skill-building goals in apps characterized by dynamic feedback to the patient and experiential and product qualities that enable them to be active participants in managing their own care. To achieve this, design must be part of the development.

12 October 2015 in BMC Medical Education
Verified
Journal Article
Open access
PDF file
AJAnna Janssen
Anna Janssen
TSTim Shaw
Tim Shaw
PGPeter Goodyear
Peter Goodyear
BKB. Price Kerfoot
B. Price Kerfoot
DBDeborah Bryce
Deborah Bryce
Digital games have been demonstrated to be beneficial for a range of non-recreational purposes, with a particular focus on their value for education. There is a limited amount of research supporting their use for medical education, but their are several studies on their use in areas such as surgical training, and life-support re-training. However, a significant gap exists in demonstrating how they engage with learners and games can be used most effectively in medical education. This pilot study assessed the value of digital games for teaching anatomy, by evaluating participant engagement and their attitudes towards a team-based strategy game. A digital game platform was designed, and then populated with anatomy questions developed by subject matter experts. Second year medical students were recruited to play three matches of the game. At the end of each match participants were asked to complete a Likert rating of their experiences of the game across five domains. Semi-structured interviews were conducted to assess engagement with the platform and perceived value to learners. Sixteen participants volunteered to participate. Post-match ratings indicated that participants had a generally positive experience with the game, with 89 % of respondents agreeing the game was engaging, 93 % of respondents agreeing the game was challenging and 74 % indicating they would like to play the game again if given the opportunity. A total of fourteen participants agreed to be interviewed after playing three matches of the game. Interview responses supported the findings of the post-match ratings that the game was considered enjoyable and engaging. Participants noted they particularly enjoyed the competitive aspect of the game, particularly the opportunity to play against peers they consider their academic equals. In addition to finding the game engaging interview participants indicated they perceived the game impacted on their knowledge around anatomy. In particular, participants noted that the game provided them unique insight into their knowledge strengths and deficits. This study demonstrated that digital games can engage medical students in traditionally-challenging areas such as anatomy and offer learners unique insights into their knowledge strengths and deficits.

AJAnna Janssen
Anna Janssen
MBMelissa Brunner
Melissa Brunner
MKMelanie Keep
Melanie Keep
MHMonique Hines
Monique Hines
SNSrivalli Vilapakkam Nagarajan
Srivalli Vilapakkam Nagarajan
TSTim Shaw
Tim Shaw
This review aimed to identify research that described how eHealth facilitates interdisciplinary cancer care and to understand the ways in which eHealth innovations are being used in this setting. An integrative review of eHealth interventions used for interdisciplinary care for people with cancer was conducted by systematically searching research databases in March 2015, and repeated in September 2016. Searches resulted in 8531 citations, of which 140 were retrieved and scanned in full, with twenty-six studies included in the review. Analysis of data extracted from the included articles revealed five broad themes: (i) data collection and accessibility; (ii) virtual multidisciplinary teams; (iii) communication between individuals involved in the delivery of health services; (iv) communication pathways between patients and cancer care teams; and (v) health professional-led change. Use of eHealth interventions in cancer care was widespread, particularly to support interdisciplinary care. However, research has focused on development and implementation of interventions, rather than on long-term impact. Further research is warranted to explore design, evaluation, and long-term sustainability of eHealth systems and interventions in interdisciplinary cancer care. Technology evolves quickly and researchers need to provide health professionals with timely guidance on how best to respond to new technologies in the health sector.