Results 131 to 140 of about 297,450 (356)
Contextualizing Digital Pedagogy
This study develops and evaluates a Virtual Public History model for peace education among Central Java high school students. Using Research and Development with the ADDIE model, local narratives of conflict and reconciliation were integrated into an interactive digital platform. Expert validation and limited trials with 25 students revealed a critical
Bain Bain +2 more
openaire +1 more source
Objective The treatment landscape for systemic sclerosis‐associated interstitial lung disease (SSc‐ILD) has evolved with increasingly available immunosuppressive therapies (ISTs) and antifibrotic treatments. However, their real‐world use remains unclear.
Corrado Campochiaro +17 more
wiley +1 more source
Digital lifestyle – digital citizenship – digital pedagogy
„2017 from within the EU the Internet access households ratio has risen to 87%, which is 32% points exceed the ten years ago, 2007 levels. In 2017, 85% of the EU households used broadband network, which is approximately the double of the 2007 ratio.
openaire +2 more sources
Objective Dermal systemic sclerosis (SSc) fibroblasts and their exosomes can activate keratinocytes in SSc, with long noncoding RNA (lncRNA) H19 highlighted as the most up‐regulated RNA in their cargo compared with healthy controls (HCs). The role of H19 in SSc pathogenesis has never been investigated.
Begoña Caballero‐Ruiz +3 more
wiley +1 more source
Abstract The recent coronavirus disease (COVID‐19) forced pre‐university professionals to modify the educational system. This work aimed to determine the effects of pandemic situation on students' access to medical studies by comparing the performance of medical students.
José Manuel García +9 more
wiley +1 more source
Abstract It is likely existing anatomical illustrations are often used as the basis for new illustrative works, given not all illustrators have access to human tissues, bodies, or prosections on which to base their illustrations. Potential issues arise with this practice in the realms of copyright infringement and plagiarism when authors are seeking to
Jon Cornwall +7 more
wiley +1 more source
‘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
Commentary: Situated learning in the Network society
There is a need to develop a broader view of knowledge for dealing with the way in which new digital trends influence the underlying conditions for schools, pedagogy and subjects.
Rune Krumsvik
doaj
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

