In this paper, we report the experimentation of QUESt, a Web-based tool designed to disseminate case-based knowledge in communities of experts, in the domain of medical training. To this aim, QUESt allowed the teachers of a specialization medical school to create virtual patients in the form of interactive online questionnaires and have students interact with these in a clinical contest. We discuss the results to argue that virtual patients and similar tools can foster the discussion and dissemination of case-oriented medical knowledge if used in lightly gamified initiatives, where participation is more important than winning.
Cabitza, F., Fogli, D., & Locoro, A. (2016). Virtual patients for knowledge sharing and clinical practice training: A gamified approach. In 4th International Conference on Games and Learning Alliance, GALA 2015; Rome; Italy; 9 December 2015 through 11 December 2015 (pp.329-335). Springer Verlag.
Citazione: | Cabitza, F., Fogli, D., & Locoro, A. (2016). Virtual patients for knowledge sharing and clinical practice training: A gamified approach. In 4th International Conference on Games and Learning Alliance, GALA 2015; Rome; Italy; 9 December 2015 through 11 December 2015 (pp.329-335). Springer Verlag. |
Tipo: | paper |
Carattere della pubblicazione: | Scientifica |
Presenza di un coautore afferente ad Istituzioni straniere: | No |
Titolo: | Virtual patients for knowledge sharing and clinical practice training: A gamified approach |
Autori: | Cabitza, F; Fogli, D; Locoro, A |
Autori: | LOCORO, ANGELA (Ultimo) |
Data di pubblicazione: | 2016 |
Lingua: | English |
Nome del convegno: | International Conference on Games and Learning Alliance, GALA 9 - 11 December |
ISBN: | 9783319402154 |
Serie: | LECTURE NOTES IN COMPUTER SCIENCE |
Appare nelle tipologie: | 02 - Intervento a convegno |