Design and evaluation of a personal robot playing a self-management education game with children with diabetes type 1.
Olivier A. Blanson HenkemansBert P. B. BiermanJoris B. JanssenRosemarijn LooijeMark A. NeerincxMarierose M. M. van DoorenJitske L. E. de VriesGert Jan van der BurgSasja D. HuismanPublished in: Int. J. Hum. Comput. Stud. (2017)
Keyphrases
- computer games
- serious games
- learning games
- card game
- role playing game
- mobile robot
- health care
- path planning
- educational games
- game play
- educational software
- quest atlantis
- mobile devices
- multi user environment
- role play
- game players
- user centered
- game playing
- information and communication technologies
- higher education