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zadetkov: 49
1.
  • Spielerische Ansätze in Prä... Spielerische Ansätze in Prävention und Gesundheitsförderung: Serious Games und Gamification
    Tolks, Daniel; Lampert, Claudia; Dadaczynski, Kevin ... Bundesgesundheitsblatt, Gesundheitsforschung, Gesundheitsschutz, 2020/6, Letnik: 63, Številka: 6
    Journal Article
    Recenzirano
    Odprti dostop

    Zusammenfassung Digitale Spieleanwendungen können im Bereich Prävention und Gesundheitsförderung eingesetzt werden, um etwa gesundheitsrelevante Informationen zu vermitteln oder Verhaltensänderungen ...
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2.
  • The Role of AI in Serious G... The Role of AI in Serious Games and Gamification for Health: Scoping Review
    Tolks, Daniel; Schmidt, Johannes Jeremy; Kuhn, Sebastian JMIR serious games, 01/2024, Letnik: 12
    Journal Article
    Recenzirano
    Odprti dostop

    Artificial intelligence (AI) and game-based methods such as serious games or gamification are both emerging technologies and methodologies in health care. The merging of the two could provide greater ...
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3.
  • The untapped potential of G... The untapped potential of Games for Health in times of crises. A critical reflection
    Dadaczynski, Kevin; Tolks, Daniel; Wrona, Kamil J ... Frontiers in public health, 02/2023, Letnik: 11
    Journal Article
    Recenzirano
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    Given its promising role in public health to address hard to reach population groups, game-based interventions (i.e., Games for Health, G4H) have experienced growing interest in recent years. ...
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4.
  • ONYA—The Wellbeing Game: Ho... ONYA—The Wellbeing Game: How to Use Gamification to Promote Wellbeing
    Tolks, Daniel; Sailer, Michael; Dadaczynski, Kevin ... Information (Basel), 02/2019, Letnik: 10, Številka: 2
    Journal Article
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    The Wellbeing Game uses game design elements to promote wellbeing. Players document their daily activities in the game and categorize them to one or more of five wellbeing-related factors. The users ...
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5.
  • Digital learning and teaching in medical education : Already there or still at the beginning?
    Kuhn, Sebastian; Frankenhauser, Susanne; Tolks, Daniel Bundesgesundheitsblatt, Gesundheitsforschung, Gesundheitsschutz 61, Številka: 2
    Journal Article
    Recenzirano

    The current choice of digital teaching and learning formats in medicine is very heterogeneous. In addition to the widely used classical static formats, social communication tools, audio/video-based ...
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6.
  • Digital health communicatio... Digital health communication and health literacy in times of COVID-19. Planning and implementation of a special course of study in health promotion and prevention
    Dadaczynski, Kevin; Tolks, Daniel GMS journal for medical education, 01/2021, Letnik: 38, Številka: 1
    Journal Article
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    As a result of the corona pandemic, the amount of digital health information has increased substantially. As the quantity and diversity of information increased, so does the need for evidence based ...
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7.
  • Digitale Lehr- und Lernange... Digitale Lehr- und Lernangebote in der medizinischen Ausbildung
    Kuhn, Sebastian; Frankenhauser, Susanne; Tolks, Daniel Bundesgesundheitsblatt, Gesundheitsforschung, Gesundheitsschutz, 02/2018, Letnik: 61, Številka: 2
    Journal Article
    Recenzirano

    Zusammenfassung Das aktuelle Angebot digitaler Lehr- und Lernformate im Medizinstudium ist ausgesprochen heterogen. Es umfasst, neben den weit verbreiteten klassischen, statischen Formaten, soziale ...
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8.
  • Grenzen von „Serious Games ... Grenzen von „Serious Games for Health
    Breuer, Johannes; Tolks, Daniel Prävention und Gesundheitsförderung, 11/2018, Letnik: 13, Številka: 4
    Journal Article
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    Zusammenfassung Hintergrund Der Bereich Gesundheit ist eines der wichtigsten Anwendungsfelder für „Serious Games“ (digitale Spiele, deren Zweck über die reine Unterhaltung hinausgeht) und umgekehrt ...
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9.
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10.
  • Game-based approaches to prevention and health promotion: serious games and gamification
    Tolks, Daniel; Lampert, Claudia; Dadaczynski, Kevin ... Bundesgesundheitsblatt, Gesundheitsforschung, Gesundheitsschutz, 06/2020
    Journal Article
    Recenzirano
    Odprti dostop

    Digital game-based approaches can be used in the field of prevention and health promotion, for example to promote health-related information or to foster health behavior change. The two most relevant ...
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zadetkov: 49

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