2019
DOI: 10.34190/jel.17.2.08
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A Use Case of the Application of Advanced Gaming and Immersion Technologies for Professional Training: The GAMEPHARM Training Environment for Physiotherapists

Abstract: Lifelong learning is currently being embraced as a central process that could disrupt traditional educational paths. Apparently, the (ideal) type of learning often promoted is deep and meaningful learning, though it is not always required to be so. Deep learning goes beyond superficial knowledge assimilation of unlinked facts; it aims at developing deep disciplinary understanding, transformative knowledge, personal meaning, emotional intelligence, critical thinking, creativity and metacognitive skills. Meaning… Show more

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Cited by 9 publications
(8 citation statements)
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References 85 publications
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“…The majority of the papers analysed (Table 2) tend to be descriptions of practices, cases and examples of applications of VR and gamification for the purpose of learning. Thus, the theories supporting the research analysed tend to be dedicated to the learning process (Cooper et al, 2019;Petit et al, 2019;Sun et al, 2019;Pappa and Papadopoulos, 2019;Doumanis and Smith, 2015). However, we also find theories usually associated with the marketing field, for instance, SERVQUAL/SERVPERF for service quality (Pickering et al, 2018), theories in marketing connected to the adoption of new technologies TAM (Fokides, 2017) or UTAUT (Koivisto and Hamari, 2014).…”
Section: Theory: New Research Directionssupporting
confidence: 63%
“…The majority of the papers analysed (Table 2) tend to be descriptions of practices, cases and examples of applications of VR and gamification for the purpose of learning. Thus, the theories supporting the research analysed tend to be dedicated to the learning process (Cooper et al, 2019;Petit et al, 2019;Sun et al, 2019;Pappa and Papadopoulos, 2019;Doumanis and Smith, 2015). However, we also find theories usually associated with the marketing field, for instance, SERVQUAL/SERVPERF for service quality (Pickering et al, 2018), theories in marketing connected to the adoption of new technologies TAM (Fokides, 2017) or UTAUT (Koivisto and Hamari, 2014).…”
Section: Theory: New Research Directionssupporting
confidence: 63%
“…Similarly, McBurnett, Hinrichs, Seager, and Clark (2018) examined the learning effect of a simulation game in experiential education. Several other studies also included experiential science as a main subject in their studies (Bressler & Bodzin, 2016;Pappa & Papadopoulos, 2019;Scalise & Clarke-Midura, 2018;Sung, Hwang, Wu, & Lin, 2018;Wang & Nunes, 2019).…”
Section: Discussionmentioning
confidence: 99%
“…Technologyda isda developingda andda improvingda everyda dayda andda itda onlyda makesda senseda toda updateda theda conventionalda practicesda toda matchda upda withda theda speedda withda whichda theda otherda sectorsda areda growing.da Backda inda nineteenthda century,da whenda dissectionda wasda declaredda compulsoryda forda allda theda medicalda students,da lackda ofda cadaversda andda bodyda donorsda permittedda theda infamousda scandalda ofda Burkeda andda Hareda toda occur. 4,7 da Lackda ofda resourcesda willda alwaysda beda theda primaryda causeda forda suchda scandalsda toda goda unnoticed.da Evenda today,da inda twentyda firstda century,da manyda medical,da paramedicalda andda medicalda alliedda studentsda areda unableda toda getda properda practicalda knowledgeda throughda cadavers,da eitherda dueda toda theirda repulsiveda smellda orda dueda toda itsda lackda ofda availability.…”
Section: Needmentioning
confidence: 99%