Serious Games for Health: Spielend lernen und heilen mit Computerspielen?

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Serious Games for Health: Spielend lernen und heilen mit Computerspielen? / Sostmann, Kai; Tolks, Daniel; Fischer, Martin et al.
In: GMS Medizinische Informatik, Biometrie und Epidemiologie, Vol. 6, No. 2, Doc12, 2010.

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@article{7953e83baae2467b83680a3bf1bf4554,
title = "Serious Games for Health: Spielend lernen und heilen mit Computerspielen?",
abstract = "Serious Games (SG) are a new medium in the context of e-learning. Serious Games use the multimedial advantages of computer and video games to fulfil the didactic requirements to teach target groups in classical and new learning scenarios. Serious Games for Health (SGH) can be applied in the domains of medical therapy, continuing medical education and in the fields of prevention and health promotion. From a didactic and instructional psychology perspective the impact of Serious Games is based on their integration into motivational and multimedia aspects of computer and video games from different genres in learning scenarios. Serious Games in the domain of therapy can be a meaningful endorsement to existing therapies for both patients and relatives to improve the therapeutic outcome and to foster the compliance of patients. In the field of continually medical education studies show the positive impact of Serious Games on learning outcomes. Serious Games in prevention and health promotion are mostly applied in the framework of public communication campaigns.",
keywords = "Fachdidaktik allg., Gesundheitswissenschaften, Continuing educational games, Digital game based learning, E-learning, Medical education, Serious games, Serious games for health",
author = "Kai Sostmann and Daniel Tolks and Martin Fischer and Sandra Buron",
year = "2010",
doi = "10.3205/mibe000112",
language = "Deutsch",
volume = "6",
journal = "GMS Medizinische Informatik, Biometrie und Epidemiologie",
issn = "1860-8779",
publisher = "Deutsche Gesellschaft fur Medizinische Informatik, Biometrie und Epidemiologie e.V.",
number = "2",

}

RIS

TY - JOUR

T1 - Serious Games for Health

T2 - Spielend lernen und heilen mit Computerspielen?

AU - Sostmann, Kai

AU - Tolks, Daniel

AU - Fischer, Martin

AU - Buron, Sandra

PY - 2010

Y1 - 2010

N2 - Serious Games (SG) are a new medium in the context of e-learning. Serious Games use the multimedial advantages of computer and video games to fulfil the didactic requirements to teach target groups in classical and new learning scenarios. Serious Games for Health (SGH) can be applied in the domains of medical therapy, continuing medical education and in the fields of prevention and health promotion. From a didactic and instructional psychology perspective the impact of Serious Games is based on their integration into motivational and multimedia aspects of computer and video games from different genres in learning scenarios. Serious Games in the domain of therapy can be a meaningful endorsement to existing therapies for both patients and relatives to improve the therapeutic outcome and to foster the compliance of patients. In the field of continually medical education studies show the positive impact of Serious Games on learning outcomes. Serious Games in prevention and health promotion are mostly applied in the framework of public communication campaigns.

AB - Serious Games (SG) are a new medium in the context of e-learning. Serious Games use the multimedial advantages of computer and video games to fulfil the didactic requirements to teach target groups in classical and new learning scenarios. Serious Games for Health (SGH) can be applied in the domains of medical therapy, continuing medical education and in the fields of prevention and health promotion. From a didactic and instructional psychology perspective the impact of Serious Games is based on their integration into motivational and multimedia aspects of computer and video games from different genres in learning scenarios. Serious Games in the domain of therapy can be a meaningful endorsement to existing therapies for both patients and relatives to improve the therapeutic outcome and to foster the compliance of patients. In the field of continually medical education studies show the positive impact of Serious Games on learning outcomes. Serious Games in prevention and health promotion are mostly applied in the framework of public communication campaigns.

KW - Fachdidaktik allg.

KW - Gesundheitswissenschaften

KW - Continuing educational games

KW - Digital game based learning

KW - E-learning

KW - Medical education

KW - Serious games

KW - Serious games for health

UR - http://www.scopus.com/inward/record.url?scp=85056042958&partnerID=8YFLogxK

U2 - 10.3205/mibe000112

DO - 10.3205/mibe000112

M3 - Zeitschriftenaufsätze

VL - 6

JO - GMS Medizinische Informatik, Biometrie und Epidemiologie

JF - GMS Medizinische Informatik, Biometrie und Epidemiologie

SN - 1860-8779

IS - 2

M1 - Doc12

ER -

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