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  • Virtual Patients, Gamification and Simulation
    Anthony Lewis Brooks; Sheryl Brahman; Bill Kapralos; Amy Nakajima; Jane Tyerman; Lakhmi C. Jain
    978-3-030-59608-8
    2021
    Edition 1
    • Dedicated to the application of gamification, serious gaming, virtual simulation, and virtual patients to medical education and training and patient education
    • Provides insight regarding the ever-increasing role that gamification, gaming, and immersive technologies are playing in supporting a variety of medical-based applications
    • Examines best practices, limitations, and advantages/disadvantages, as they relate to the application of gamification, game-based technologies, and immersive technologies to health professions education and training and patient education applications

    €320

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