Title |
Serious games for health: three steps forwards
|
---|---|
Published in |
Advances in Simulation, February 2017
|
DOI | 10.1186/s41077-017-0036-3 |
Pubmed ID | |
Authors |
David Drummond, Alice Hadchouel, Antoine Tesnière |
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 "the four pillars of learning." Finally, we discuss issues and solutions related to the evaluation of serious games. |
X Demographics
Geographical breakdown
Country | Count | As % |
---|---|---|
France | 4 | 13% |
United States | 3 | 10% |
United Kingdom | 2 | 7% |
Canada | 1 | 3% |
Japan | 1 | 3% |
Australia | 1 | 3% |
Netherlands | 1 | 3% |
Malaysia | 1 | 3% |
Unknown | 16 | 53% |
Demographic breakdown
Type | Count | As % |
---|---|---|
Members of the public | 25 | 83% |
Scientists | 3 | 10% |
Practitioners (doctors, other healthcare professionals) | 2 | 7% |
Mendeley readers
Geographical breakdown
Country | Count | As % |
---|---|---|
Unknown | 224 | 100% |
Demographic breakdown
Readers by professional status | Count | As % |
---|---|---|
Student > Master | 34 | 15% |
Student > Bachelor | 32 | 14% |
Student > Ph. D. Student | 28 | 13% |
Researcher | 21 | 9% |
Student > Doctoral Student | 12 | 5% |
Other | 41 | 18% |
Unknown | 56 | 25% |
Readers by discipline | Count | As % |
---|---|---|
Medicine and Dentistry | 33 | 15% |
Computer Science | 32 | 14% |
Nursing and Health Professions | 19 | 8% |
Psychology | 14 | 6% |
Engineering | 14 | 6% |
Other | 50 | 22% |
Unknown | 62 | 28% |