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Dive into the research topics where Colleen Cheek is active.

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Featured researches published by Colleen Cheek.


Frontiers in Psychiatry | 2017

Serious games and gamification for mental health: current status and promising directions

Theresa Fleming; Lynda Bavin; Karolina Stasiak; Eve Hermansson-Webb; Sally Merry; Colleen Cheek; Mathijs Lucassen; Ho Ming Lau; Britta Pollmuller; Sarah Hetrick

Computer games are ubiquitous and can be utilized for serious purposes such as health and education. “Applied games” including serious games (in brief, computerized games for serious purposes) and gamification (gaming elements used outside of games) have the potential to increase the impact of mental health internet interventions via three processes. First, by extending the reach of online programs to those who might not otherwise use them. Second, by improving engagement through both game-based and “serious” motivational dynamics. Third, by utilizing varied mechanisms for change, including therapeutic processes and gaming features. In this scoping review, we aim to advance the field by exploring the potential and opportunities available in this area. We review engagement factors which may be exploited and demonstrate that there is promising evidence of effectiveness for serious games for depression from contemporary systematic reviews. We illustrate six major categories of tested applied games for mental health (exergames, virtual reality, cognitive behavior therapy-based games, entertainment games, biofeedback, and cognitive training games) and demonstrate that it is feasible to translate traditional evidence-based interventions into computer gaming formats and to exploit features of computer games for therapeutic change. Applied games have considerable potential for increasing the impact of online interventions for mental health. However, there are few independent trials, and direct comparisons of game-based and non-game-based interventions are lacking. Further research, faster iterations, rapid testing, non-traditional collaborations, and user-centered approaches are needed to respond to diverse user needs and preferences in rapidly changing environments.


JMIR mental health | 2015

Integrating Health Behavior Theory and Design Elements in Serious Games

Colleen Cheek; Theresa Fleming; Mathijs Lucassen; H Bridgman; Karolina Stasiak; Matthew Shepherd; P Orpin

Background Internet interventions for improving health and well-being have the potential to reach many people and fill gaps in service provision. Serious gaming interfaces provide opportunities to optimize user adherence and impact. Health interventions based in theory and evidence and tailored to psychological constructs have been found to be more effective to promote behavior change. Defining the design elements which engage users and help them to meet their goals can contribute to better informed serious games. Objective To elucidate design elements important in SPARX, a serious game for adolescents with depression, from a user-centered perspective. Methods We proposed a model based on an established theory of health behavior change and practical features of serious game design to organize ideas and rationale. We analyzed data from 5 studies comprising a total of 22 focus groups and 66 semistructured interviews conducted with youth and families in New Zealand and Australia who had viewed or used SPARX. User perceptions of the game were applied to this framework. Results A coherent framework was established using the three constructs of self-determination theory (SDT), autonomy, competence, and relatedness, to organize user perceptions and design elements within four areas important in design: computer game, accessibility, working alliance, and learning in immersion. User perceptions mapped well to the framework, which may assist developers in understanding the context of user needs. By mapping these elements against the constructs of SDT, we were able to propose a sound theoretical base for the model. Conclusions This study’s method allowed for the articulation of design elements in a serious game from a user-centered perspective within a coherent overarching framework. The framework can be used to deliberately incorporate serious game design elements that support a user’s sense of autonomy, competence, and relatedness, key constructs which have been found to mediate motivation at all stages of the change process. The resulting model introduces promising avenues for future exploration. Involving users in program design remains an imperative if serious games are to be fit for purpose.


Emergency Medicine Australasia | 2015

Low acuity and general practice-type presentations to emergency departments: A rural perspective

Penny Allen; Colleen Cheek; Simon Foster; Marielle Ruigrok; Deborah Wilson; Lizzi Shires

To estimate the number of general practice (GP)‐type patients attending a rural ED and provide a comparative rural estimate to a metropolitan study.


Research and practice in intellectual and developmental disabilities | 2016

Early intervention for children with autism: An Australian rural hub and spokes model

Miranda Stephens; Penny Allen; Kathryn Fordyce; Alice Minchin; Colleen Cheek

The North West Tasmania Autism Specific Early Learning and Care Centre offers early intervention to children with autism symptoms in an extended hours Child Care Centre. In this regional and rural area it operates as a hub and spokes model with children from outlying areas receiving intervention from educators at their local mainstream childcare centre supported by specialist staff at the North West Tasmania Autism Specific Early Learning and Care Centre. We analysed clinical assessments of all children over the period 2009–2014 at entry and follow-up and found children in the spokes centres were achieving similar outcomes to those in the hub centres. The outcomes appeared to be moderated by the limited attendance of children with a smaller effect sizes on the majority of measures compared to best practice. However, larger effect sizes on the measure of socialisation could reflect the emphasis of the program on the social skills needed for participation in mainstream school environments.


The Clinical Teacher | 2018

Teaching bedside ultrasound to medical students

John Ang; Brian Doyle; Penny Allen; Colleen Cheek

Point‐of‐care ultrasound (POCUS) assists in the rapid diagnosis of conditions in the Emergency Department (ED). POCUS has been introduced to international medical curricula; however, there is no described implementation of clinically focused POCUS education in Australian medical schools. We wanted to investigate whether a formal curriculum can be effective and feasible in an Australian medical school.


The Clinical Teacher | 2018

How medical students learn in primary care

Katherine Davis; Emily Doole; Colleen Cheek; Lizzi Shires

General practice placements are important in medical education, but little is known about positive student experiences.


Medical Education | 2018

Improving case study research in medical education: a systematised review

Colleen Cheek; Richard Hays; Janie Dade Smith; Penny Allen

Case study research (CSR) is a research approach that guides holistic investigation of a real phenomenon. This approach may be useful in medical education to provide critical analyses of teaching and learning, and to reveal the underlying elements of leadership and innovation. There are variations in the definition, design and choice of methods, which may diminish the value of CSR as a form of inquiry.


Journal of Intellectual & Developmental Disability | 2018

A pilot study of social inclusion and quality of life for parents of children with autism spectrum disorder

Clemence Due; Ian Goodwin Smith; Penny Allen; Eleanor Button; Colleen Cheek; Lyndsay Quarmby; Miranda Stephens; Sofia Paku; Sarah Ferguson; Kathryn Fordyce

ABSTRACT Background Access to both childcare and early intervention for pre-school children with autism spectrum disorder (ASD) can be difficult for parents or carers and may impact on parental social inclusion and wellbeing. There is limited research investigating how specialist centres offering both services may impact on parental outcomes. Method Parents whose children were attending such a specialised childcare setting in two states in Australia (Tasmania and South Australia) were invited to participate in a mixed-methods study investigating quality of life (Qol), social inclusion and perceptions of the centres. Results Parents had typically low levels of QoL but reported a range of benefits from receiving services, including increased levels of community participation and increased competence and confidence in themselves as parents. Conclusions Childcare centres offering specialist multi-disciplinary early intervention and parental support are valued by parents and assist with social inclusion.


Revista de Psicopatología y Psicología Clínica | 2015

Serious games for the treatment or prevention of depression: a systematic review

Theresa Fleming; Colleen Cheek; Sally Merry; Hiran Thabrew; H Bridgman; Karolina Stasiak; Matthew Shepherd; Yael Perry; Sarah Hetrick


Rural and Remote Health | 2015

Regional universities and rural clinical schools contribute to rural medical workforce, a cohort study of 2002 to 2013 graduates

Lizzi Shires; Penny Allen; Colleen Cheek; Deb W

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Penny Allen

University of Tasmania

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H Bridgman

University of Tasmania

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Timothy Skinner

Charles Darwin University

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Marielle Ruigrok

North West Regional Hospital

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