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Serious games for health: three steps forwards
David Drummond1,2, Alice Hadchouel1,2, Antoine Tesnière1,3
11Ilumens Simulation Department, Paris Descartes University, 45 rue des Saint Pères, 75006 Paris, France.
Abstract:
Serious games are educational tools which are more and more used in patient and health professional education. In this article, we discuss three main points that developers and educators need to address during the development of a serious game for health. We first explain how to develop motivating serious games by finding a point where the intrinsic and extrinsic motivations of end users can converge. Then, we propose to identify the features of serious games which enhance their learning effectiveness on the basis of a framework derived from cognitive science and called "the four pillars of learning." Finally, we discuss issues and solutions related to the evaluation of serious games.
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