Results 131 to 140 of about 614,548 (300)
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
The move to university life is characterized by strong emotions, some of them negative, such as loneliness, anxiety, and depression. These negative emotions are strengthened due to the obligatory lockdown due to the COVID-19 pandemic.
Misirlis, Nikolaos +2 more
core
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
Excerpt: A behavioral approach used in elimination of unwanted fears or phobias. In flooding the client either is directly exposed to or imagines highly frightening events in a protected setting.
Bufford, Rodger K.
core
Digital Interventions for Anxiety and Depressive Symptoms in Adolescence: Systematic Review
The objective of this systematic review was to (1) identify existing digital interventions for adolescent depression and anxiety, (2) assess the promise of those interventions, and (3) identify characteristics of promising interventions. Six databases (PubMed, PsycINFO, Web of Science, EMBASE, MEDLINE, and Google Scholar) were used to conduct searches ...
Paula Kuberka +4 more
openaire +2 more sources
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 Teaching white matter (WM) anatomy to undergraduates is challenging. This is partly because WM fibers are oriented intricately and Klingler's dissection, the gold standard method used to demonstrate it, often requires time, advanced anatomical knowledge, and refined dissection skills.
Doris George Yohannan +7 more
wiley +1 more source
BackgroundThis study examines the relationship between the levels of digital citizenship and attitudes toward cyberbullying among prospective physical education and sports teachers.MethodsThis quantitative study adopted the relational survey model within
Metin Karayol +5 more
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

