35 research outputs found
Game-based learning as a promoter for positive health behaviours in young people
Maintaining the healthcare of young people living with long-term medical conditions is dependent upon them acquiring a range of self-care skills. Encouraging them to attain these as well as assessing their competency in them beyond the healthcare setting is challenging. The development of educational computer games like Health Heroes, Re-Mission, and Sparx have been shown to successfully improve self-care, communication, and adherence to medicines in young patients. Therefore, this medium might be an alternative means for delivery of healthcare information. In this chapter, we propose that by encapsulating healthcare processes in Game-Based Learning (GBL) either by computer games or by applying the principles of gamification, a more fun, structured, and objective process would be created, one to which young people can relate. The framework we suggest will provide doctors with an insight into how GBL could be used positively in a healthcare setting as well as provide a basis for application to other disciplines where knowledge and skill acquisition can be challenging. © 2014 by IGI Global. All rights reserved
Integrating Mobile Technologies in Multicultural Multilingual Multimedia Projects
This chapter explores the role of mobile technologies, such as Global Positioning System (GPS) and cell phones and tablet PC technologies, in higher education and professional development; offers creative strategies and possibilities for integrating GPS and mobile technologies into the curriculum with limited resources; outlines participants\u27 projects and digital stories; and demonstrates examples that integrates Maps, Mathematics, and Media Education using cell phones, tablet PCs, and GPS devices in a gallery walk. The study explores a wide range of meanings participants associated with experiential projectbased learning activities; the impact of mobile technologies in developing multicultural and multilingual curriculum that promotes inclusive and differentiated instruction; the ways in which participants integrated math, maps, and media into their learning; and how they gained alternative points of view on global education and renewed interest and commitment to community service and socially responsible teaching. This chapter will benefit teacher candidates and teacher educators who seek innovative and cost-effective strategies and tools in higher education
