Results 71 to 80 of about 296,541 (250)
‘SOMS BrainSpace’: A digital serious game for undergraduate neuroscience
Abstract Neuroanatomy is challenging for many undergraduates, requiring strong visuospatial skills and a deep understanding of complex concepts. This study developed and evaluated SOMS BrainSpace, a digital serious game for neuroanatomy education, using a mixed methods approach.
Anthony Tran +3 more
wiley +1 more source
Book Review: Louis Riel: A Comic-Strip Biography - Representing Canadian History through Graphic Art [PDF]
This paper explores how graphic art, specifically in the comic-strip form, can represent events of the past and engage readers in historical narratives.
Vaughan, Brock J.
core +1 more source
Abstract The practice of involving students in designing pedagogical resources, including gamified learning tools, is often underutilized. Traditionally, students are engaged in usability and efficacy testing of finalized learning tools, limiting their ability to shape the learning experience from inception.
Kristina Lisk, Judi Laprade
wiley +1 more source
The article deals with the role of laughing in pedagogy. Starting from its dual presence in the culture (censored and exalted), it is a central attitude in the human culture.
Franco Cambi
doaj +1 more source
Ms. Marvel: Changing Muslim Representation in the Comic World [PDF]
Examines the representation of Muslim women in the comic book world, and how Kamala Khan (the titular Ms.
Trattner, Casey L.
core +1 more source
Abstract Engaging students and fostering interactions can be a challenge in large enrollment, foundational‐level, undergraduate anatomy classes. Despite the active learning environment of the anatomy laboratory, students often struggle to find study partners or even speak to fellow learners in a large classroom.
Kristin Stover +2 more
wiley +1 more source
Abstract Game‐based learning (GBL) is increasingly used in medical education to supplement traditional didactic learning methods. Adult learners in particular may benefit from GBL, given the autonomous and iterative nature of a well‐designed educational game.
Thomas J. Paddock, Erin P. Fillmore
wiley +1 more source
Abstract According to Nietzsche, “In every real [adult], a child is hidden that wants to play.” In everyday life, playfulness and competition can make routine or dull tasks more engaging and can offer educators opportunities to engage a learner in a more entertaining or interactive manner.
Judi Laprade
wiley +1 more source
The Translation Strategy of Slang Expression in Comic Entitled The Punisher
Abstraks Penelitian ini membahas tentang strategi penerjemahan ungkapan bahasa slang dalam sebuah komik yang berjudul The Punisher. Komik ini diterjemahkan dari bahasa Inggris ke dalam bahasa Indonesia oleh Hindi R. Ibrahim. Adapun tujuan dari penelitian
Dwi Santika
doaj +1 more source
Abstract Anatomy is a foundational component of various medical and paramedical disciplines. Existing research has suggested that games or game elements can improve student interest in musculoskeletal (MSK) anatomy. This project builds on previous gamification and serious game work and incorporates new anatomy‐based games into undergraduate anatomy ...
Emmeline Berger +2 more
wiley +1 more source

