A Comprehensive Review of Serious Games in Health Professions release_jaimrkpchjfepncf3mwxpujgna

by Francesco Ricciardi, Lucio Tommaso De Paolis

Published in International Journal of Computer Games Technology by Hindawi Limited.

2014   Volume 2014, p1-11

Abstract

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 terms of costs because it is cheaper than traditional training methods that use cadavers or mannequins. In this paper we make a scoping review of serious games developed for health professions and health related fields in order to understand if they are useful tools for health related fields training. Many papers confirmed that serious gaming is a useful technology that improves learning and skills development for health professionals.
In application/xml+jats format

Archived Files and Locations

application/pdf  1.4 MB
file_7wfwi7v4wvfcljdec7l5lrdqfm
web.archive.org (webarchive)
downloads.hindawi.com (publisher)
Read Archived PDF
Preserved and Accessible
Type  article-journal
Stage   published
Year   2014
Language   en ?
Journal Metadata
Open Access Publication
In DOAJ
In ISSN ROAD
In Keepers Registry
ISSN-L:  1687-7047
Work Entity
access all versions, variants, and formats of this works (eg, pre-prints)
Catalog Record
Revision: d70d1820-cec2-4642-9833-460b812235b1
API URL: JSON