2015 10th International Conference on Computer Science &Amp; Education (ICCSE) 2015
DOI: 10.1109/iccse.2015.7250238
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Virtual humans for training and assessment of self-medication consultation skills in pharmacy students

Abstract: This Virtual patients have been used since the 1990's in pharmacy education for teaching and assessment of clinical and communication skills. Although their use is still limited, they allow students' engagement in true-to-life situations in a controllable environment. This paper describes an interactive application to assist in the academic training and assessment of Pharmaceutical Sciences students. Virtual humans play the role of patients and communicate with the student by speech and by facial and body lang… Show more

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Cited by 17 publications
(22 citation statements)
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“…This paper describes an interactive application to support skills training and assessment of undergraduate Pharmaceutical Sciences students and continues previous works from the same team (Cláudio et al, 2015a). Although training and assessing professional competence is a multidimensional reality, which involves trainees' work beyond passing or failing exams, but collecting evidence of competence (i.e.…”
Section: Introductionmentioning
confidence: 99%
“…This paper describes an interactive application to support skills training and assessment of undergraduate Pharmaceutical Sciences students and continues previous works from the same team (Cláudio et al, 2015a). Although training and assessing professional competence is a multidimensional reality, which involves trainees' work beyond passing or failing exams, but collecting evidence of competence (i.e.…”
Section: Introductionmentioning
confidence: 99%
“…The majority of the papers in the literature (Bosse and Provoost 2015;Bracegirdle and Chapman 2010;Cláudio et al 2015;Gebhard et al 2011;Jeuring et al 2015;Réty et al 2008) describe a communication exchange between a player and a virtual character as a tree, graph or chart. Communication flows from a virtual character to a player and viceversa.…”
Section: Scenario Definitionmentioning
confidence: 99%
“…Since we search for literature on serious or applied games, most papers (Bosse and Provoost 2015;Bracegirdle and Chapman 2010;Cláudio et al 2015;Gebhard et al 2011;Guo et al 2014;Jeuring et al 2015;Wauters et al 2012) mention learning goals. A player's choices determine his/her score on these learning goals.…”
Section: Scenario Definitionmentioning
confidence: 99%
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