hardware component, that has a challenging goal, is fun to play with, incorporates some concept of scoring, and imparts in the user a skill, knowledge or attitude which can be applied in the real world (Bergeron, 2006). Games are called serious when they have a pedagogical purpose. We adopt this wide definition of games because our purpose is that of description, and we want it to be as inclusive and useful for practical teachers as possible. Bedwell postulated nine characteristics that a serious game must have: an action language (a game offers some method of communication between the person and the game); assessment (tracks the number of correct answers); conflict or challenge; control, or the ability for the players to alter the game; environment; game fiction or story; human interaction among the players; immersion in the game; and rules and goals of the game provided to the player Bedwell et al. [2].This definition covers a wide range of products.
Related research worksMaheu Cadotte et al. [3] presented-The Effectiveness of serious games and impact of design elements on engagement and educational outcomes in healthcare professionals and students Gentry et al. [4] presented-Serious Game and Gamification interventions for health professional education Ilaria et al. [5] presented-Gamification and Education. An attempt to shed light on the emergence and consolidation of gamification in education/ training. Surajit et al. [6] presented-Gamification as an Effective Learning Tool in Healthcare Education: A Review Sarah et al. [7] presented-Serious Gaming and Gamification Education in Health Professions: Systematic Review, but only two studies of gamification interventions were identified.
System designThis section presents the general overview of the proposed application, illustration was carried out to the developing of a mobile game application for health control. Starting from the architecture and flowchart of the design illustrating a step wise movement and navigation through the application. This application is developed to help patient improve on the effective use of cerebrum in the cerebral
Sharing medical data (such as genomic) can lead to important discoveries in healthcare, but researches have shown that links between de-identified data and named persons are sometimes reestablished by users with malicious intents. Traditional approaches to curb this menace rely data use agreements, suppression and noise adding to protect the privacy of individual in the dataset, but this reduces utility of the data. Therefore, this paper proposed an economic game theoretic model design for quantifiable protections of genomic data. The model can be developed to find solution for sharing summary statistics under an economically motivated recipient's (adversary) inference attack. The framework incorporates four main participants: Data Owners, Certified Institution (CI), Sharer and Researchers (Recipients). The data Sharer and Researcher (who are the players) are economically motivated.
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