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D'Aprile, Gianvito; Ligorio, Maria Beatrice; Ulloa Severino, Antonio – Technology, Knowledge and Learning, 2019
Based on behavioral science assumptions, the main purpose of this study is to validate a theoretical model of the relationship between serious game play, patient empowerment and health-related behaviors. We first hypothesized that serious games for health enhanced patients' empowerment-related education; second, we expected that gender may…
Descriptors: Educational Games, Health Education, Patient Education, Health Behavior
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Lanzola, Giordano; Ginardi, Germana; Russo, Paola; Quaglini, Silvana – International Journal of Mobile and Blended Learning, 2014
Gquest is a mobile platform for administering interviewing and learning material. It relies on a model that supports adaptivity in the dialog with its users and enforces consistency rules to constrain their input. Gquest downloads its modules over the air making them available to the users, then a synchronization engine collects any input provided…
Descriptors: Electronic Learning, Case Studies, Patient Education, Diseases
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Lucchetti, Maria – Educational Gerontology, 1997
In Italy, adults aged 50-76 were trained to transmit medical information to other elders. Results were compared with a group who received information from physicians. Quality of life, health promotion, and social life issues were investigated. (SK)
Descriptors: Foreign Countries, Health Promotion, Older Adults, Patient Education