Results 91 to 100 of about 1,232,428 (380)
ESCO, l’iniziativa europea nel campo della semantica delle professioni
Lo squilibrio tra domanda e offerta di lavoro è oggi più evidente che mai. Uno dei fattori che incide negativamente su questo fenomeno è senza dubbio quello della cattiva o insufficiente rappresentazione dei contenuti lavorativi, che al giorno d’oggi non
Ferruccio Diozzi
doaj +1 more source
Martial Arts: Between History, Sports, and Entertainment in Communist and Post-communist Romania [PDF]
Mircea-Adrian Gorunescu
openalex +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
Football, falcon fighting and equestrian sports in Zaječar and Niš through games and entertainment [PDF]
Srđan Tomić
openalex +1 more source
Introduction: law, technology, and entertainment in … Pittsburgh??? [PDF]
What do law, technology and entertainment have to do with Pittsburgh?
Dangel, Stephanie, Magner, Tom
core +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
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Karolina Karbownik
doaj +1 more source
Visualization of Online-Game Players Based on Their Action Behaviors
We propose a visualization approach for analyzing players' action behaviors. The proposed approach consists of two visualization techniques: classical multidimensional scaling (CMDS) and KeyGraph.
Ruck Thawonmas, Keita Iizuka
doaj +1 more source
Building brands through experiential events: when entertainment meets education [PDF]
Experiential marketing is increasingly getting companies’ attention as a strategy to interact with consumers and engage them to better convey their brand image and positioning.
Addis, Michela +2 more
core +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

