Education of healthcare professionals is of primary importance for patient safety. In some health related professions, education and training have to be practiced during the entire working period and not only limited to school years. The use of new technology such as virtual reality and e-learning brings new possibilities with significant improvement in learning outcomes. Serious gaming describes a technology that can educate and train while entertaining users. This type of training can be very useful for health professions because it improves learning outcomes creating a learner oriented approach and providing a stealth mode of teaching. In some fields it represents an ideal instrument for continuous health professions education also in te...
This is the protocol for a review and there is no abstract. The objectives are as follows: To evalua...
There is a tremendous interest among researchers for the development of virtual, augmented reality a...
There is a tremendous interest among researchers for the development of virtual, augmented reality a...
Computer-based (serious) gaming is a new field in medical education, which has the potential to beco...
Objective: to identify the evolution in the use of serious games in virtual environments for health ...
Objectives: This review aims to evaluate the performance of serious games as a training tool compare...
erious games for healthcare present opportunities for individuals to demonstrate and apply learning ...
Computer-based learning methodologies have become more prevalent in the last decade. Web-based serio...
Serious games, those used for educational purposes, provide a suitable alternative to customary meth...
Background: The application of digital games for training medical professionals is on the rise. So-c...
OBJECTIVE: With the rapid advancement of digital technology due to COVID-19, the health care field i...
Background: There is a worldwide shortage of health workers, and this issue requires innovative educ...
Background: There is a worldwide shortage of health workers, and this issue requires innovative educ...
Videogames are becoming part of our everyday lives. The common image of the average gamer - a twelve...
Title.Educational gaming in the health sciences: systematic review. Aim. This paper is a report of a...
This is the protocol for a review and there is no abstract. The objectives are as follows: To evalua...
There is a tremendous interest among researchers for the development of virtual, augmented reality a...
There is a tremendous interest among researchers for the development of virtual, augmented reality a...
Computer-based (serious) gaming is a new field in medical education, which has the potential to beco...
Objective: to identify the evolution in the use of serious games in virtual environments for health ...
Objectives: This review aims to evaluate the performance of serious games as a training tool compare...
erious games for healthcare present opportunities for individuals to demonstrate and apply learning ...
Computer-based learning methodologies have become more prevalent in the last decade. Web-based serio...
Serious games, those used for educational purposes, provide a suitable alternative to customary meth...
Background: The application of digital games for training medical professionals is on the rise. So-c...
OBJECTIVE: With the rapid advancement of digital technology due to COVID-19, the health care field i...
Background: There is a worldwide shortage of health workers, and this issue requires innovative educ...
Background: There is a worldwide shortage of health workers, and this issue requires innovative educ...
Videogames are becoming part of our everyday lives. The common image of the average gamer - a twelve...
Title.Educational gaming in the health sciences: systematic review. Aim. This paper is a report of a...
This is the protocol for a review and there is no abstract. The objectives are as follows: To evalua...
There is a tremendous interest among researchers for the development of virtual, augmented reality a...
There is a tremendous interest among researchers for the development of virtual, augmented reality a...