This manuscript reports work on the first of several related projects in a series entitled "Adventures in Pedagogy". Serious Computer Games and Applications on wireless devices connected to the Internet are commonly embedded into everyday clinical practice. Yet a review of the literature indicates a scarcity of such curricula in undergraduate medical education. Graduates are evidently not well prepared for wireless e-health practice during University study. Consequently, we have introduced a selective for first year medical students called "Computer Games and Applications for Health and Wellbeing". The selective is designed to support the clinical application of the wireless tools in an ethical and practical manner while embedding fundamental IT concepts to help prepare graduates for new practice horizons. © 2012 ICST Institute for Computer Science, Social Informatics and Telecommunications Engineering.
CITATION STYLE
Fernando, J., & Peters, N. (2012). Wireless computer games and applications in the medical education curriculum: Adventures in Pedagogy. In Lecture Notes of the Institute for Computer Sciences, Social-Informatics and Telecommunications Engineering (Vol. 91 LNICST, pp. 93–96). https://doi.org/10.1007/978-3-642-29262-0_13
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