Recent Advances in Technologies for Inclusive Well-Being: Virtual Patients, Gamification and Simulation

Anthony Lewis Brooks (Redaktør), Sheryl Brahnam (Redaktør), Bill Kapralos (Redaktør), Amy Nakajima (Redaktør), Jane Tyerman (Redaktør), Lakhmi C. Jain (Redaktør)

Publikation: Bog/antologi/afhandling/rapportAntologiForskningpeer review

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
OriginalsprogEngelsk
ForlagSpringer
Vol/bind196
Udgave1
Antal sider541
ISBN (Trykt)978-3-030-59607-1
ISBN (Elektronisk)978-3-030-59608-8
DOI
StatusUdgivet - 2021
NavnIntelligent Systems Reference Library
ISSN1868-4394

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