Over the years, the effectiveness of the learning by doing and the game based learning have been documented by several experimental evidences. In the latest years, the gamification approach has revealed the value of game-based mechanics to create meaningful learning experiences in non gaming systems. For these reasons in the UBICARE (UBIquitous knowledge-oriented HealthCARE) project, aimed at developing an advanced web system that offers different kinds of services to support the management of patients with chronic diseases, the learning component has been realised using both the simulation and the gamification approaches. In particular, the e-learning component starting from real medical records builds on the basis of the user profile a realistic problem, in order to allow specific skills about treatment protocols and diagnostic procedure to be acquired.
Simulations of Clinical Cases for Learning in e-Health.
P. Di Bitonto;ROSELLI, Teresa;ROSSANO, VERONICA;PESARE, ENRICA
2014-01-01
Abstract
Over the years, the effectiveness of the learning by doing and the game based learning have been documented by several experimental evidences. In the latest years, the gamification approach has revealed the value of game-based mechanics to create meaningful learning experiences in non gaming systems. For these reasons in the UBICARE (UBIquitous knowledge-oriented HealthCARE) project, aimed at developing an advanced web system that offers different kinds of services to support the management of patients with chronic diseases, the learning component has been realised using both the simulation and the gamification approaches. In particular, the e-learning component starting from real medical records builds on the basis of the user profile a realistic problem, in order to allow specific skills about treatment protocols and diagnostic procedure to be acquired.I documenti in IRIS sono protetti da copyright e tutti i diritti sono riservati, salvo diversa indicazione.