Abstract—Over the years, the effectiveness of the learning by
doing and the game based learning have been documented by
several experimental evidences. In the latest years, the
gamification approach has revealed the value of game-based
mechanics to create meaningful learning experiences in non
gaming systems. For these reasons in the UBICARE
(UBIquitous knowledge-oriented HealthCARE) project, aimed
at developing an advanced web system that offers different
kinds of services to support the management of patients with
chronic diseases, the learning component has been realised
using both the simulation and the gamification approaches. In
particular, the e-learning component starting from real medical
records builds on the basis of the user profile a realistic problem,
in order to allow specific skills about treatment protocols and
diagnostic procedure to be acquired.
Index Terms—Simulations, e-learning, e-health, gamification.
The authors are with Department of Computer Science, University of Bari, Via Orabona, 4, 70125 Bari, Italy (e-mail: email@example.com, firstname.lastname@example.org, email@example.com, firstname.lastname@example.org, email@example.com).
Cite: Nicola Corriero, Pierpaolo Di Bitonto, Teresa Roselli, Veronica Rossano, and Enrica Pesare, "Simulations of Clinical Cases for Learning in e-Health," International Journal of Information and Education Technology vol. 4, no. 4, pp. 378-382, 2014.