The Use of Serious Games and Simulations in Health Education: Raising Awareness of Depression in College-Age Students.
Joseph DefazioPublished in: FGIT-GDC/IESH/CGAG (2012)
Keyphrases
- serious games
- educational tools
- virtual environment
- college students
- intelligent tutoring
- educational software
- game based learning
- learning scenarios
- communication skills
- high school
- game design
- video games
- game engine
- data structures and algorithms
- digital games
- learning environment
- computer games
- educational games
- game play
- social skills
- design principles
- health sciences
- learning experience
- learning processes
- e learning
- game development
- university level
- learning outcomes
- learning activities
- soft skills
- distance learning
- school district
- young students
- multimedia learning environments
- hong kong
- student learning
- attitudes toward
- learning styles
- college level
- collaborative learning
- social networks