Results 211 to 220 of about 278,927 (316)
Addressing Bullying and Cyberbullying in Public Health: A Systematic Review of Interventions for Healthcare and Public Health Professionals. [PDF]
Dailey SF, Roche RR, Sharkey MC.
europepmc +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
Teaching empathy and compassion to healthcare providers in palliative care: a scoping review. [PDF]
Rao SR, Sherigar MN, Normen M, Joshi U.
europepmc +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
Acceptance and management of stage fright among musicians: a manual of practical strategies. [PDF]
Bojner Horwitz E, Valtasaari P.
europepmc +1 more source
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
Forum Theatre for Reconciliation: a drama-based approach to conflict transformation applied to socio-environmental struggles in Bolivia. [PDF]
Miramonti A, Fontana LB, Johnston C.
europepmc +1 more source
Organizational user participation: from dramaturgy to pedagogy in working with vulnerable young people [PDF]
Strandgaard Helm, L.L.
core +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

