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Titlebook: Games for Health 2014; Proceedings of the 4 Ben Schouten,Stephen Fedtke,Alex Gekker Conference proceedings 2014 Springer Fachmedien Wiesbad

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樓主: endocarditis
41#
發(fā)表于 2025-3-28 17:13:19 | 只看該作者
42#
發(fā)表于 2025-3-28 22:05:55 | 只看該作者
Gaming as a training tool to train cognitive skills in Emergency Care: how effective is it?,t where doctors can assess and stabilize patients in a virtual emergency department..Research questions: show residents, after using the abcde. game, better emergency care skills before f2f-training than residents who did not use the game? Are they feeling engaged with the patient cases and more motivated for the course?
43#
發(fā)表于 2025-3-29 01:48:28 | 只看該作者
44#
發(fā)表于 2025-3-29 05:54:07 | 只看該作者
45#
發(fā)表于 2025-3-29 07:49:20 | 只看該作者
A Serious Games platform for early diagnosis of mild cognitive impairments, doing so, it is able to evaluate different cognitive functions. The platform has been realized through a strong collaboration between game developers, neurologists and neuropsychologists. A scientific validation phase is ongoing on a sample of 1000 users to provide evidence of the efficacy and usefulness of the Smart Aging system.
46#
發(fā)表于 2025-3-29 11:23:27 | 只看該作者
47#
發(fā)表于 2025-3-29 18:34:28 | 只看該作者
48#
發(fā)表于 2025-3-29 19:52:32 | 只看該作者
Johan Huijsing,Rudy Plassche,Willy Sansen focus on the group as a whole in order to gain insight these social interactions, to make them explicit and tangible, in an attempt to help clients (and their environment) to play and learn from these interactions, in order to contribute to a better social climate.
49#
發(fā)表于 2025-3-30 02:16:49 | 只看該作者
Jan-Wim Eikenbroek,Sven Mattissons (small sample, lack of control group), the survey suggests that a larger study is warranted. Tunnel Tail provides an early glimpse of the potential for using sophisticated game apps to enhance learning of resistance skills and effect behavior change.
50#
發(fā)表于 2025-3-30 07:51:52 | 只看該作者
Dieter Herbst,Bernd Hoefflingerrformance on intrinsic motivation. Contrast analysis and pairwise comparisons reveal that the shared and performance-based feedback is most motivating. We discuss the implications for brain games specifically and interventions more broadly.
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