Abstract
Dedicated to the application of gamification, serious gaming, virtual simulation, and virtual patients to medical education and training and patient education
Provides insight regarding the ever-increasing role that gamification, gaming, and immersive technologies are playing in supporting a variety of medical-based applications
Examines best practices, limitations, and advantages/disadvantages, as they relate to the application of gamification, game-based technologies, and immersive technologies to health professions education and training and patient education applications
Provides insight regarding the ever-increasing role that gamification, gaming, and immersive technologies are playing in supporting a variety of medical-based applications
Examines best practices, limitations, and advantages/disadvantages, as they relate to the application of gamification, game-based technologies, and immersive technologies to health professions education and training and patient education applications
Originalsprog | Engelsk |
---|
Forlag | Springer |
---|---|
Vol/bind | 196 |
Udgave | 1 |
Antal sider | 541 |
ISBN (Trykt) | 978-3-030-59607-1 |
ISBN (Elektronisk) | 978-3-030-59608-8 |
DOI | |
Status | Udgivet - 2021 |
Navn | Intelligent Systems Reference Library |
---|---|
ISSN | 1868-4394 |
Fingeraftryk
Dyk ned i forskningsemnerne om 'Recent Advances in Technologies for Inclusive Well-Being: Virtual Patients, Gamification and Simulation'. Sammen danner de et unikt fingeraftryk.Presse/Medier
-
International Society for Virtual Rehabilitation Book Review
30/05/2021
1 element af Mediedækning
Presse/medie