[HTML][HTML] The role of AI in serious games and gamification for health: sco** review

D Tolks, JJ Schmidt, S Kuhn - JMIR Serious Games, 2024 - games.jmir.org
Background: Artificial intelligence (AI) and game-based methods such as serious games or
gamification are both emerging technologies and methodologies in health care. The …

Gamification in e-learning and sustainability: A theoretical framework

RP Oliveira, CG Souza, AC Reis, WM Souza - Sustainability, 2021 - mdpi.com
Progress in communication technologies and social isolation caused by the COVID-19
pandemic have supported the acceptance of e-learning. In the e-learning context …

The regulatory status of health apps that employ gamification

O Freyer, KJ Wrona, Q de Snoeck, M Hofmann… - Scientific Reports, 2024 - nature.com
Smartphone applications are one of the main delivery modalities in digital health. Many of
these mHealth apps use gamification to engage users, improve user experience, and …

The use of the online Inverted Classroom Model for digital teaching with gamification in medical studies

J Huber, M Witti, M Schunk… - GMS journal for …, 2021 - pmc.ncbi.nlm.nih.gov
Introduction: In 2014, a newly designed, case-based seminar was successfully implemented
in the subjects of health systems, health economics and public health care (GGG). The …

Exploring the experience of nursing undergraduates in using gamification teaching mode based on the flow theory in nursing research: A qualitative study

L Han, Q Cao, T **e, X Chen, Y Liu, J Bai - Nurse education today, 2021 - Elsevier
Background With the development of evidence-based nursing practice, nursing research
courses are important in undergraduate programs. However, nursing research courses are …

[BOG][B] Digitalisierung in Studium und Lehre gemeinsam gestalten

H Digitalisierung - 2021 - library.oapen.org
Abstract Der Open-Access-Band adressiert die Herausforderungen und Chancen der
Digitalisierung für Studierende und Lehrende sowie für Support-Strukturen und Leitungen …

[HTML][HTML] Adapting the use of digital content to improve the learning of numeracy among children with autism spectrum disorder in Rwanda: Thematic content analysis …

T Ntalindwa, M Nduwingoma… - JMIR Serious …, 2022 - games.jmir.org
Background Many teachers consider it challenging to teach children with autism spectrum
disorder (ASD) in an inclusive classroom due to their unique needs and challenges. The …

Psychodynamic-based virtual reality cognitive training system with personalized emotional arousal elements for mild cognitive impairment patients

Y Zhao, L Li, X He, S Yin, Y Zhou… - Computer Methods and …, 2023 - Elsevier
Background and objective Mild cognitive impairment (MCI) is a serious threat to the physical
health and quality of life of the elderly, as well as a heavy burden on families and society …

Gamification as a health education strategy of adolescents at school: Protocol for a systematic review and meta-analysis

TT Dos Santos, MP Ríos, GCBS de Medeiros… - Plos one, 2023 - journals.plos.org
The objective of the study is to present a systematic review and meta-analysis protocol for
evaluating the effects of health education gamification-based interventions, on health …

Description and rules of a new card game to learn clinical reasoning in musculoskeletal physiotherapy

R Hage, A Fourré, L Ramonfosse… - Journal of Manual & …, 2023 - Taylor & Francis
Teaching hypothetico-deductive clinical reasoning (CR) should be an essential part of the
physiotherapy education system, but currently there are very few learning tools for teachers …