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A comparative case study of 2D, 3D and immersive-virtual-reality applications for healthcare education
8 references·3 citing·48 second hop
A comparative case study of 2D, 3D and immersive-virtual-reality applications for healthcare education (2020)A comparative case study of 2D, 3D and im…AntibioGame®: A serious game for teaching medical students about antibiotic use (2020)AntibioGame®: A serious game …The Gamification of Learning: a Meta-analysis (2019)The Gamification of Learning:…On the effectiveness of game-like and social approaches in learning: Comparing educational gaming, gamification & social networking (2015)On the effectiveness of game-…Gamification as a tool for enhancing graduate medical education (2014)Gamification as a tool for en…Working Memory Underpins Cognitive Development, Learning, and Education (2013)Working Memory Underpins Cogn…Working Memory and Learning: A Practical Guide for Teachers (2008)Working Memory and Learning: …The Technology Acceptance Model: Past, Present, and Future (2003)The Technology Acceptance Mod…Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology (1989)Perceived Usefulness, Perceiv…VR Devices in Ayurvedic Care: Understanding Influential Factors for User Behavior and Continuance Intention (2024)VR Devices in Ayurvedic Care:…Game design elements of serious games in the education of medical and healthcare professions: a mixed-methods systematic review of underlying theories and teaching effectiveness (2024)Game design elements of serio…Gamification in marketing (2021)Gamification in marketingUser Acceptance of Information Technology: Toward A Unified View1 (2003)Technology Acceptance Model 3 and a Research Agenda on Interventions (2008)The Technology Acceptance Model: Its past and its future in health care (2009)Technology acceptance model: a literature review from 1986 to 2013 (2014)Diffusion of Innovations 1 (2019)Belief, Attitude, Intention and Behavior: An Introduction to Theory and Research (1975)Self-efficacy mechanism in human agency. 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A study on the relationship between gamification features and intrinsic need satisfaction (2019)A Coefficient of Agreement for Nominal Scales (1960)The Measurement of Observer Agreement for Categorical Data (1977)Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. (2000)Evaluating the validity of the Automated Working Memory Assessment (2008)Working Memory, but Not IQ, Predicts Subsequent Learning in Children with Learning Difficulties (2009)Aspects of working memory in L2 learning (2011)
this work references cited by second hop

References

  • 1989Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology68,271 cited
  • 2003The Technology Acceptance Model: Past, Present, and Future2,570 cited
  • 2019The Gamification of Learning: a Meta-analysis1,503 cited
  • 2013Working Memory Underpins Cognitive Development, Learning, and Education857 cited
  • 2008Working Memory and Learning: A Practical Guide for Teachers332 cited
  • 2014Gamification as a tool for enhancing graduate medical education286 cited
  • 2015On the effectiveness of game-like and social approaches in learning: Comparing educational gaming, gamification & social networking266 cited
  • 2020AntibioGame®: A serious game for teaching medical students about antibiotic use77 cited

Cited by

  • 2024Game design elements of serious games in the education of medical and healthcare professions: a mixed-methods systematic review of underlying theories and teaching effectiveness43 cited
  • 2021Gamification in marketing13 cited
  • 2024VR Devices in Ayurvedic Care: Understanding Influential Factors for User Behavior and Continuance Intention12 cited

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