Results 131 to 140 of about 27,501 (289)
Production of 3D printed biomodels of the canine brain for veterinary neuroanatomy teaching
Abstract Teaching neuroanatomy presents multiple challenges to both students and teachers, as it is a subject with highly dense content that commonly causes the development of aversion by students, a phenomenon referred to as “neurophobia,” which has been documented in human and veterinary medicine students.
João Victor Barbosa Tenório Fireman +1 more
wiley +1 more source
Potential uses for active video games in health care
THESIS 9876Introduction: Sedentary activity and a lack of physical activity are both known risk factors for obesity and non-communicable diseases. In the past 50 years there has been a notable increase in the development and use of sedentary screen-based
Forde, Cuisle
core
Association between active video games and adiposity in children and youth.
Association between active video games and adiposity in children and youth.
Scott T. Leatherdale (422301) +8 more
core +1 more source
Moving beyond neurophobia to cultivate the neuroquisitive learner
Abstract “Neurophobia,” a pervasive fear of the neurological sciences, poses a significant barrier in medical education, affecting learners and physicians worldwide. Its consequences are far‐reaching, contributing to a limited neurology workforce and diminished confidence among non‐specialists in managing neurological conditions.
Joanna R. Appel +1 more
wiley +1 more source
Association between active video games and adherence and appeal in children and youth.
Association between active video games and adherence and appeal in children and youth.
Scott T. Leatherdale (422301) +8 more
core +1 more source
Abstract Anatomy and physiology are foundational to health science education, yet student engagement in these modules often declines during later years of study. This discursive article aims to describe a teaching intervention which increased student engagement and provide educator reflection of implementation and improvement over time.
Nicolene Jooste, Asma Shaikh‐Kader
wiley +1 more source
Effects of Active Video Games in Patients With Cancer: Systematic Review. [PDF]
Peyrachon R, Rébillard A.
europepmc +1 more source
Abstract A recent trend in healthcare education has been the increasing emphasis on the development of humanism and empathy in students. Within anatomy education, some institutions have implemented curricular innovations such as donor non‐anonymization to facilitate this development.
Rodrigo Muscogliati +5 more
wiley +1 more source
Energy expenditure and enjoyment of active video games vs. other activities in 10-12 year old boys
Children are becoming more inactive and are spending a significant proportion of their time participating in screen-time sedentary behaviours. New generation active video games may provide an opportunity to convert traditional sedentary screen-time into ...
White, Kathleen
core +1 more source
Beyond knowledge: Cultivating noncognitive skills and attributes through anatomy education
Abstract Anatomy education has historically prioritized cognitive knowledge acquisition and technical skills, such as spatial awareness and manual dexterity. Noncognitive attributes, essential for early‐stage learners, such as social skills, motivation, emotional intelligence, self‐regulation, self‐efficacy, and resilience, have remained comparatively ...
Renato Lopes Previdelli +1 more
wiley +1 more source

