Results 101 to 110 of about 142,955 (295)
Playing with the dead:transmedia narratives and the Walking Dead games [PDF]
This chapter discusses the theory and practice of transmedia narratives within the storyworld created by Robert Kirkman, Tony Moore and Charlie Adlard’s comics series The Walking Dead.
Austin, Hailey, Donald, Iain
core +1 more source
Augmented reality for teaching undergraduate human anatomy: An educators' perspective
Abstract The purpose of this study was to explore the perspectives of Australian educators on using augmented reality (AR) as a method for learning human anatomy in the undergraduate health sciences. This will determine the current value of AR and guide future research and development. This prospective qualitative study used a mixed‐methods approach to
Ally Williams +2 more
wiley +1 more source
Critical attention paid to the media of music and comics has historically focused on parallels between the temporal rhythm and pacing of music and the implied rhythm and temporality of comics (Eisner 2008, Godek 2007). Recent attention has begun to focus
Kieron Brown
doaj +2 more sources
Abstract Serious games are emerging as innovative tools in medical education, yet their adoption in anatomy teaching remains limited due to educator hesitancy, institutional constraints, and design challenges. This qualitative study explores the perspectives of anatomy educators on digital serious games and proposes a framework for their implementation.
Arthur Chin Haeng Lau, James Pickering
wiley +1 more source
Performing Polish Comics on Wikipedia.
Adopting Michael Billig’s concept of banal nationalism, the article investigates how national identity is performed in popular culture in reference to comics. The main research source are the Polish Wikipedia entries categorizing their content as polskie
Wojciech Klimczyk
doaj +1 more source
Immersive virtual reality as a teaching tool in neuroanatomy: A scoping review
Abstract Basic core courses in various undergraduate programs, such as neuroanatomy, pose a challenge for students due to the large volume and complexity of the content. In this context, educational technologies such as immersive virtual reality (IVR), which allow students to actively interact with learning materials, offer a complementary pedagogical ...
Nathálya Gardênia de Holanda Marinho Nogueira +7 more
wiley +1 more source
Picturing Illness: History, Poetics, and Graphic Medicine
Comics have often been treated as a juvenile and sub-literary art form; however, taking cues from the new-found cultural acceptance of comics, particularly with the publication of Art Spiegelman’s Maus (1986), Chris Ware’s Jimmy Corrigan: The Smartest ...
Raghavi Ravi Kasthuri +1 more
doaj
Comics und der myopische Blick : Strafen für unerwartete und wirkungsvolle Texte [PDF]
A remarkable indictment and conviction following the sale of an ‘obscene’ comic book invites us to examine arguments brought forth to describe a specifically childlike reception of new media, as usually suggested by those who would motivate legal ...
Packard, Stephan
core
Integrating yoga into anatomy and clinical medicine education: A holistic approach to learning
Abstract Anatomical knowledge is fundamental for success in clinical settings. Unfortunately, anatomy education within professional health programs has experienced a continual decrease in contact hours and curricular content over the previous two decades, leading to deficits and potential gaps in anatomical science knowledge.
Dana Rohde +4 more
wiley +1 more source
Collectors, Storytellers, and Web Pros: Making Comics and Building Community During the Pandemic
In this article, I profile three online communities for comic creators that I began participating in during the COVID-19 pandemic, namely Cartoonist Kayfabe, the Sequential Artists Workshop, and Comic Lab.
Donald Unger
doaj +2 more sources

