Results 51 to 60 of about 8,300,869 (250)

Immersive virtual reality as a teaching tool in neuroanatomy: A scoping review

open access: yesAnatomical Sciences Education, EarlyView.
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

The Triumph of Substance: Decoding the “Functional Infotainment” Model for Sex Education on Douyin

open access: yesBehavioral Sciences
Objective: In the digital age, short-video platforms are key channels for adolescents’ sex education, yet content strategies and their effects remain unclear.
You Shi, Hao Gao
doaj   +1 more source

Gamified learning meets physiology: Healthcare students' gameful experience with a virtual educational escape room

open access: yesAnatomical Sciences Education, EarlyView.
Abstract Gamified teaching approaches are increasingly used in higher education, making it essential to examine the gameful experience resulting from interaction with educational game elements. This study aimed to evaluate undergraduate health science students' gamified learning experience using the Gamified Experience Measurement Scale in Education ...
David Martin‐Hidalgo   +3 more
wiley   +1 more source

RISING STAR INDONESIA DI RCTI: Mediatisasi Vote dalam Menentukan Nasib Kontestan

open access: yesCapture, 2016
Nowadays,the influences of televise program to audience is stronger.Therefore, media owners have to make some strategies to captivate the forum. Programs are including entertainment, news information, and education.
Abas Fauzi
doaj   +1 more source

Guidelines for designing and implementing game‐based learning in comparative anatomy education

open access: yesAnatomical Sciences Education, EarlyView.
Abstract Game‐based learning (GBL) is increasingly used in health professions anatomy education to promote engagement, knowledge acquisition, collaboration, and application of knowledge. However, its application to comparative veterinary anatomy remains fragmented, with limited guidance on how games can be systematically designed around the specific ...
Arthur Chin Haeng Lau   +1 more
wiley   +1 more source

Ethical challenges of emerging anatomical technologies in UK public engagement

open access: yesAnatomical Sciences Education, EarlyView.
Emergent technologies are increasingly used in anatomical education and public engagement. They expand access and reduce reliance on physical human tissue, but also introduce ethical challenges relating to consent, dignity, representation, transparency, and commercialization.
Lucy E. Hyde   +3 more
wiley   +1 more source

What is user engagement? revisited: A comprehensive review of the concept of user engagement from 2010 to 2025. An Annual Review of Information Science and Technology (ARIST) paper

open access: yesJournal of the Association for Information Science and Technology, EarlyView.
Abstract User engagement (UE) has long been proposed as a holistic framework for understanding user‐technology interactions and a mediator for outcomes of digital technology use, such as learning, health behavior change, information acquisition, and social connectivity.
Heather L. O'Brien
wiley   +1 more source

Lessons from primary school students' perceptions of the factors that influence school connectedness

open access: yesBritish Educational Research Journal, EarlyView.
Abstract School connectedness is critical to improving students' health, development and wellbeing. Research into primary school students' perceptions of the factors that influence their sense of connectedness is essential for identifying practices that promote success.
Jordana F. Hoenig, Therese M. Cumming
wiley   +1 more source

Player adaptive entertainment computing (PAEC) : mechanism to model user satisfaction by using neuro linguistic programming (NLP) techniques [PDF]

open access: yes, 2008
The concept of Player Adaptive Entertainment Computing (PAEC) is introduced to provide personalized experiences when interacting with the entertainment media.Two of the important areas in PAEC are to create specific targeted strategies to cater for ...
Wong, K.W.   +7 more
core   +1 more source

Back to Nature or Technology to the Rescue? Climate Managers' Preferences for Investment in Carbon Dioxide Removal

open access: yesBusiness Strategy and the Environment, EarlyView.
ABSTRACT Firms are increasingly looking into carbon dioxide removal (CDR), a set of options to take past emissions of greenhouse gases out of the atmosphere. Often two basic categories of CDR are distinguished: nature‐based solutions, such as planting trees or restoring wetlands, and technology‐based solutions, such as various forms of carbon capture ...
Sabrina Mili   +3 more
wiley   +1 more source

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