Results 231 to 240 of about 820,443 (350)
RheumQuest: A Gamified Approach to Musculoskeletal Education. [PDF]
Yates RA, Twist KE, Higgins BP.
europepmc +1 more source
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
Editorial: The use of video games and other technologies as intervention tools in neurodevelopmental disorders: perspectives and challenges. [PDF]
Silva GM +4 more
europepmc +1 more source
Educational Games to Teach Fundamental Principles of Cybersecurity
Greg White +3 more
openalex +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
Active learning in diabetes education for health professions students: a narrative synthesis of effectiveness and implementation considerations. [PDF]
Zhou H, Tang N, Liu L, Zhu Y.
europepmc +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
Comparative mediator analysis: establishing links between mathematical thinking and creativity through digital game addiction and violent tendencies across gifted and non-gifted student groups. [PDF]
Er Z, Akin A, Sezgin HS.
europepmc +1 more source

