Serious games / gamification. This is an interesting model built around personal health. The 'See how it works' link gives a handy diagram to visualise the structure in applying game theory.
"A total of 125 students taking a first year seminar course for pre-health professional majors participated in this study (70 in the experimental group and 55 in the control group). With the experimental group, Twitter was used for various types of academic and co-curricular discussions. Engagement was quantified by using a 19-item scale based on the National Survey of Student Engagement. To assess differences in engagement and grades, we used mixed effects analysis of variance (ANOVA) models, with class sections nested within treatment groups. We also conducted content analyses of samples of Twitter exchanges. The ANOVA results showed that the experimental group had a significantly greater increase in engagement than the control group, as well as higher semester grade point averages. Analyses of Twitter communications showed that students and faculty were both highly engaged in the learning process in ways that transcended traditional classroom activities."
Great post on risk and the ways in which it can be portrayed. Uses a shockwave interface to allow you to change the way in which 2 health risks are reported.
"Engaging busy healthcare providers in online continuing education interventions is challenging... We found that email reminders dramatically increased participation."