M-Education or mobile Education is defined as "learning across multiple contexts, through social and content interactions, using personal electronic devices." A form of distance education, m-learners use mobile device educational technology at their time convenience. M-Education technologies include handheld computers, MP3 players, notebooks, mobile phones and tablets. M-learning focuses on the mobility of the learner, interacting with portable technologies.
Using mobile tools for creating learning aids and materials becomes an important part of informal learning. M-Education is convenient in that it is accessible from virtually anywhere.Sharing is almost instantaneous among everyone using the same content, which leads to the reception of instant feedback and tips.M-learning also brings strong portability by replacing books and notes with small devices, filled with tailored learning contents.
mHealthcare (mobile healthcare) is a general term for the use of mobile phones and other wireless technology in medical care. The most common application of mHealth is the use of mobile phones and communication devices to educate consumers about preventive health care services. However, mHealthcare is also used for disease surveillance, treatment support, epidemic outbreak tracking and chronic disease management.
mHealthcare is becoming a popular option in underserved areas where there is a large population and widespread mobile phone usage.
Virtual rehabilitation is a concept in psychology in which a therapeutic patient's training is based entirely on, or is augmented by, virtual reality simulation exercises. If there is no conventional therapy provided, the rehabilitation is said to be "virtual reality-based." Otherwise, if virtual rehabilitation is in addition to conventional therapy, the intervention is "virtual reality-augmented."
Today, a majority of the population uses the virtual environment to navigate their daily lives and almost one fourth of the world population uses the internet. As a result, virtual rehabilitation and gaming rehabilitation, or rehabilitation through gaming consoles, have become quite common. In fact, virtual therapy has been used over regular therapeutic methods in order to treat a number of disorders.
Virtual rehabilitation offers a number of advantages compared to conventional therapeutic methods:
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