Results 131 to 140 of about 702,427 (308)

On the design of systems-oriented university curricula

open access: yes, 2009
This paper proposes a tool called the Systems Education Matrix (SEM) for use in informing the work of developers of systems-oriented curricula at colleges and universities around the world.
Bosch, Ockie   +4 more
core  

An Interactive Curricula Experience (iCE) for Latino Immigrant Health [PDF]

open access: yes, 2016
The Interactive Curricula Experience (iCE) is an educational platform intended for interactive education utilizing multiple forms of media. It is being utilized at Thomas Jefferson University (TJU) in various classes, among them Global Health. One of the
Ankeny, MEd, Martha Langley   +2 more
core   +1 more source

‘SOMS BrainSpace’: A digital serious game for undergraduate neuroscience

open access: yesAnatomical Sciences Education, EarlyView.
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

A gamified formative question bank to enhance student learning and engagement in a foundational medical science course

open access: yesAnatomical Sciences Education, EarlyView.
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

Students as partners: A novel approach to developing a gamified anatomical learning toolkit using design thinking principles

open access: yesAnatomical Sciences Education, EarlyView.
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

Entrepreneurship education in Italian universities: trend, situation and opportunities [PDF]

open access: yes
The aim of this paper is to provide an analysis of the present situation and recent evolution in entrepreneurship courses and curricula in Italian universities.
Alessandra Micozzi, Donato Iacobucci
core  

Lessons Learned: The Bush Foundation Infant Toddler Development Program Turns 10 [PDF]

open access: yes, 2005
Describes a complex ten-year initiative to develop curricula and train faculty, state agencies, and the child care community in reducing barriers to the healthy development of young children in Minnesota, North Dakota, and South ...
Douglas R. Powell
core  

The paper puzzle as an active learning tool in the teaching of anatomy: A qualitative study of perceptions in students and near‐peer teachers

open access: yesAnatomical Sciences Education, EarlyView.
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

A gamified resource for learning anatomy terminology aids retention

open access: yesAnatomical Sciences Education, EarlyView.
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

Medical Jargon: A game‐based anatomy and physiology review for high school students in a summer pathway program

open access: yesAnatomical Sciences Education, EarlyView.
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

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