Psychiatry gamification from blended learning models and efficacy of this program on students
BACKGROUND: New gamification technology with a detailed understanding of the goals and prospects, and with the help of game elements and techniques, leads to promotion of motivation and participation, and ultimately behavior change. Therefore, this study aimed to evaluate the implementation of a men...
Main Authors: | , , |
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Format: | Article |
Language: | English |
Published: |
Wolters Kluwer Medknow Publications
2020-01-01
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Series: | Journal of Education and Health Promotion |
Subjects: | |
Online Access: | http://www.jehp.net/article.asp?issn=2277-9531;year=2020;volume=9;issue=1;spage=68;epage=68;aulast=Mosalanejad |