An Interactive Game with Virtual Reality Immersion to Improve Cultural Sensitivity in Health Care
112.879
2148
Kuromiya H.; Majumdar R.; Miyabe G.; Ogata H.
E-book-based learning activity during COVID-19: engagement behaviors and perceptions of Japanese junior-high school students
115.823
2293
Prilop V.
Evaluating a Pandemic Chat Service in a Consumer Health Library
118.357
2442
Shu T.; Wang Z.; Jia H.; Zhao W.; Zhou J.; Peng T.
Consumers’ Opinions towards Public Health Effects of Online Games: An Empirical Study Based on Social Media Comments in China
121.037
2375
Huang M.-C.; Hung C.-H.; Yu C.-Y.; Lin K.-C.
Multimedia Health Education on Insulin Injection Skills for Patients With Type 2 Diabetes
123.874
2433
Boldi A.; Rapp A.
Commercial video games as a resource for mental health: A systematic literature review
124.357
2258
Carey J.; Pathak A.; Johnson S.C.
Effects of Library Workshop Attendance and Library Website Visit Frequency on Health Professions Students’ LibGuides Awareness
124.549
2343
Cephas J.; Marjanović I.; Miljački A.
On Trees, Libraries, and Other Forms of Urban Care Work: In Conversation with Shannon Mattern
125.504
2452
Abd-Alrazaq A.; Abuelezz I.; Hassan A.; AlSammarraie A.; Alhuwail D.; Irshaidat S.; Abu Serhan H.; Ahmed A.; Alabed Alrazak S.; Househ M.
Artificial Intelligence–Driven Serious Games in Health Care: Scoping Review
125.545
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for Research and Innovation (2014-2020) -
under Grant Agreement n°870935.
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