Abstract Serious games are educational tools which are more and more used in patient and health professional education. In this article, we discuss three main points that developers and educators need to address during the development of a serious game for health. We first explain how to develop motivating serious games by finding a point where the intrinsic and extrinsic motivations of end users can converge. Then, we propose to identify the features of serious games which enhance their learning effectiveness on the basis of a framework derived from cognitive science and called \u201cthe four pillars of learning.\u201d Finally, we discuss issues and solutions related to the evaluation of serious games
Objective: to identify the evolution in the use of serious games in virtual environments for health ...
Serious games are growing rapidly as a gaming industry as well as a field of academic research. Ther...
• Purpose: This article aims to stimulate interest in the potentials of serious games within organiz...
Serious games are one of the most content-rich forms of educational media, often combining high fide...
The use of serious games in education is growing, particularly within the field of health profession...
erious games for healthcare present opportunities for individuals to demonstrate and apply learning ...
Education of healthcare professionals is of primary importance for patient safety. In some health re...
There is not a lot of data available yet in which way Serious Games are integrated in medical educa...
This book provides a detailed update on the applications of Serious Games in Healthcare and Educatio...
AbstractThis work lies in the educational opportunities of a learning tool: the serious game. The se...
Serious Games (SG) are a new medium in the context of e-learning. Serious Games use the multimedial ...
This chapter reviews some of the key research supporting the use of serious games for training in wo...
Serious Games (SG) are a new medium in the context of e-learning. Serious Games use the multimedial ...
This article is interested in the integration of serious games in the classroom. Serious Games are c...
It seems necessary to review the literature to explore the effectiveness of serious games in educati...
Objective: to identify the evolution in the use of serious games in virtual environments for health ...
Serious games are growing rapidly as a gaming industry as well as a field of academic research. Ther...
• Purpose: This article aims to stimulate interest in the potentials of serious games within organiz...
Serious games are one of the most content-rich forms of educational media, often combining high fide...
The use of serious games in education is growing, particularly within the field of health profession...
erious games for healthcare present opportunities for individuals to demonstrate and apply learning ...
Education of healthcare professionals is of primary importance for patient safety. In some health re...
There is not a lot of data available yet in which way Serious Games are integrated in medical educa...
This book provides a detailed update on the applications of Serious Games in Healthcare and Educatio...
AbstractThis work lies in the educational opportunities of a learning tool: the serious game. The se...
Serious Games (SG) are a new medium in the context of e-learning. Serious Games use the multimedial ...
This chapter reviews some of the key research supporting the use of serious games for training in wo...
Serious Games (SG) are a new medium in the context of e-learning. Serious Games use the multimedial ...
This article is interested in the integration of serious games in the classroom. Serious Games are c...
It seems necessary to review the literature to explore the effectiveness of serious games in educati...
Objective: to identify the evolution in the use of serious games in virtual environments for health ...
Serious games are growing rapidly as a gaming industry as well as a field of academic research. Ther...
• Purpose: This article aims to stimulate interest in the potentials of serious games within organiz...