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Abstract(s)
The final chapter presents open-access educational products that supplement this book: case studies and a web application to simulate behaviour change support in persons with chronic disease. The former is of particular interest for academic educators, while the latter may interest students independently pursuing training outside the classroom. These products can also be useful for professionals aiming to enhance behaviour change competencies in practice. First, we address key aspects of product development , including hallmarks such as the incorporation of behaviour change science and transnational co-production with users. Then, the main features of case studies and the web application with 2D virtual humans are described.
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Keywords
Case studies Gamification Simulation Web application
Citation
Publisher
Springer International Publishing