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Volumn 8515 LNCS, Issue PART 3, 2014, Pages 228-237

Training and learning in e-health using the gamification approach: The trainer interaction

Author keywords

e health; game based learning; gamification; learning by doing

Indexed keywords

HUMAN COMPUTER INTERACTION; PATIENT TREATMENT;

EID: 84903452236     PISSN: 03029743     EISSN: 16113349     Source Type: Book Series    
DOI: 10.1007/978-3-319-07446-7_22     Document Type: Conference Paper
Times cited : (19)

References (18)
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    • Kato, P.M.1    Cole, S.W.2
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    • Interactive video games for health promotion: Effects on knowledge, self-efficacy, social support, and health
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    • Lieberman, D.A.: Interactive video games for health promotion: Effects on knowledge, self-efficacy, social support, and health. In: Street Jr., R.L., Gold, W.R., Manning, T.R. (eds.) Health Promotion and Interactive Technology: Theoretical Applications and Future Directions, pp. 103-120. Lawrence Erlbaum Associates Publishers, Mahwah (1997)
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    • Lieberman, D.A.1
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    • Snow, R.E., Farr, M.J. (eds.) Conative and Affective Process Analyses, Lawrence Erlbaum, Hillsdale
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    • Lepper, M.R.1    Malone, T.W.2
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    • Seriously considering play: Designing interactive learning environments based on the blending of microworlds, simulations, and games
    • Rieber, L.P.: Seriously considering play: Designing interactive learning environments based on the blending of microworlds, simulations, and games. Educational Technology Research & Development 44(2), 43-58 (1996)
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    • Beyond Nintendo: Design and assessment of educational video games for first and second grade students
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* 이 정보는 Elsevier사의 SCOPUS DB에서 KISTI가 분석하여 추출한 것입니다.