Results 111 to 120 of about 362,495 (246)
Abstract While gamified learning platforms show promise for engaging digital learners and promoting active learning, evidence of their effectiveness in predicting academic outcomes remains limited. This study examined how engagement patterns and incentives impact academic outcomes in a gamified environment to determine whether a formative question bank
Mohammad Aldalou +5 more
wiley +1 more source
Programació informàtica d’un centre educatiu [PDF]
Aquest TFM fa una mirada a la programació curricular dels continguts informàtics d’un centre de secundària. Fa un repàs al currículum i a una programació real. No només des de les matèries de tecnologia es forma en TIC.
Perarnau Sabés, Carles
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
En Chile, la educación media (secundaria) y universitaria de pregrado, y la conexión entre ellas, son los puntos más sensibles de la educación científca en biología y evolución, que estuvo seriamente deprimida hacia fnes del siglo XX.
Patricio A Camus
doaj
Abstract Active learning strategies enhance medical education by fostering self‐directed learning, communication, and problem‐solving skills. The paper puzzle, a game‐based learning approach, provides an engaging way to reinforce anatomical knowledge and promote collaboration.
Ricardo Tello‐Mendoza +6 more
wiley +1 more source
Case study : curriculum access accommodations in preschool student with cerebral palsy [PDF]
Se presenta el contenido de una intervención con un alumno de educación infantil afectado de parálisis cerebral. La intervención se basa en una adaptación de acceso al currículum consistente en el diseño de tareas y actividades educativas con soporte ...
Tárraga Mínguez, Raúl
core
A gamified resource for learning anatomy terminology aids retention
Abstract A card game, “Hold your Nerve,” was developed to aid memorization of anatomy terminology in small‐group learning formats. Each of the 719 cards consisted of an anatomical term and its definition. To play, a student blindly holds a card so as to block the definition but display the term to the group, who must provide verbal/physical clues to ...
Eva M. Sweeney +3 more
wiley +1 more source
Abstract Active learning strategies, particularly game‐based learning (GBL), have been shown to enhance student engagement and knowledge acquisition across various educational contexts. This study investigates the impact of a GBL activity, “Medical Jargon,” for high school students learning anatomy and physiology while participating in the 2024 Summer ...
Andrew Bloh +4 more
wiley +1 more source
El "Currículum Bimodal" millora les notes i redueix el fracàs escolar [PDF]
Pere Marquès, director del Grup DIM, "Didàctica, Innovació i Multimèdia," vinculat a la UAB i membre del Departament de Pedagogia Aplicada ha conduït una investigació de dos anys sobre l'anomenat "Currículum Bimodal".
Marqués Graells, Pere +1 more
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

