Handbook of Research on Instructional Systems and Technology
DOI: 10.4018/9781599048659.ch026
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Experiential Learning in the Myself Project

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“…Given these advantages, there has been an increase in the use of simulated role-play conversations with virtual humans to improve patient and provider communication in medical education as well as clinical settings. For example, the MYSELF project was developed to train providers in the expression and recognition of emotions and interpersonal communication skills through the use of an emotionally expressive virtual patient [ 49 ]. Other computer-based programs have been developed to improve pharmacy students’ motivational interviewing skills [ 50 ], medical students’ history-taking and basic communication skills [ 51 ], and promote healthy behaviors in patients with low health literacy [ 52 ].…”
Section: Discussionmentioning
confidence: 99%
“…Given these advantages, there has been an increase in the use of simulated role-play conversations with virtual humans to improve patient and provider communication in medical education as well as clinical settings. For example, the MYSELF project was developed to train providers in the expression and recognition of emotions and interpersonal communication skills through the use of an emotionally expressive virtual patient [ 49 ]. Other computer-based programs have been developed to improve pharmacy students’ motivational interviewing skills [ 50 ], medical students’ history-taking and basic communication skills [ 51 ], and promote healthy behaviors in patients with low health literacy [ 52 ].…”
Section: Discussionmentioning
confidence: 99%
“…The fact that multimodal redundancy serves to focus attention is buttressed by studies on infant language acquisition (Gogate et al, 2001;Bahrick et al, 2004). The importance of emotions in learning processes is also more and more acknowledged (Anolli et al, 2006;Kort et al, 2001;LeDoux, 1998). Regarding this aspect though, multimedia presentations are only a little more powerful than conventional textbooks in conveying the rich emotional and social information that is exchanged by people when they communicate with each other and that also occur in traditional classes.…”
Section: Convergence Of Education and Game Technologymentioning
confidence: 99%