Results 71 to 80 of about 45,019 (276)
Education of Senses in Free Time: seeing as entertainment
Nowadays we are increasingly subordinated by the excesses of stimuli that result in the (de)formation of our senses, including during our free time. In this article, we questioned the production of the sight and its role in the tourism context.
Verônica Werle, Alexandre Fernandez Vaz
doaj
The ‘dissonant’ heritage of Nowa Huta’s shelters: Between education and entertainment
The following article attempts to show how the heritage space of Nowa Huta undergoes gradual transformation under the influence of tourism. An example, which is going to be examined, is a new tourist route presenting the heritage of shelters at Nowa Huta.
Magdalena Banaszkiewicz, Zbigniew Semik
doaj +1 more source
WhatsApp in University: Friend or Foe [PDF]
Amid technological advancement, the global internet market has gone beyond 3G. Recent transformation of internet speed to 5G has driven the youth fanatical towards applications available on internet for mainly two purposes, entertainment and education ...
Aksh Chahal +4 more
doaj +1 more source
The use of entertainment as a strategy for social change is a practice that dates back to the beginnings of organized societies. Life-saving information, shared values and beliefs, and socially acceptable practices have been passed down from generation to generation through the art of storytelling, employing a sophisticated skill for integrating ...
openaire +1 more source
Towards Simulating Humans in Augmented Multi-party Interaction [PDF]
Human-computer interaction requires modeling of the user. A user profile typically contains preferences, interests, characteristics, and interaction behavior.
Nijholt, Anton
core +1 more source
Second Life: the seventh face of the library? [PDF]
Viewpoint/Discussion Paper Purpose This paper gives a brief introduction to Second Life, an outline of how one academic librarian has got involved with using it and reviews the issues that have arisen from a library perspective.
Parker, Lyn
core +1 more source
NeuroTwister: Gamified learning to teach cross‐sectional neuroanatomy to medical students
Abstract Neuroscience is a required course in many health professions curricula, but with it often comes neurophobia, the fear or difficulty that students experience when attempting to learn neuroscience. Traditional teaching methods in neuroanatomy may contribute to cognitive overload and stress, reinforcing the notion that neuroanatomy is ...
Cameron B. Jeter +3 more
wiley +1 more source
Abstract Serious games are emerging as innovative tools in medical education, yet their adoption in anatomy teaching remains limited due to educator hesitancy, institutional constraints, and design challenges. This qualitative study explores the perspectives of anatomy educators on digital serious games and proposes a framework for their implementation.
Arthur Chin Haeng Lau, James Pickering
wiley +1 more source
Entertainment-Education Behind the Scenes
This Open Access book tracks the latest trends in the theory, research, and practice of entertainment-education, the field of communication that incorporates social change messaging into entertaining media. Sometimes called edutainment, social impact television, narrative persuasion, or cultural strategy, this approach to social and behavior change ...
openaire +1 more source
Newspaper Utilization: a survey of College of Developmental Studies (CDS) students in Covenant University [PDF]
This paper discussed the Utilization of Newspapers by students of College of Developmental Studies (CDS) in Covenant University. The research was carried out using the stratified random sampling method and a questionnaire was designed and administered ...
Adebayo, Oyeronke
core +2 more sources

