Results 81 to 90 of about 1,088,602 (283)
Witold Gombrowicz: Diary of a Playwright [PDF]
The article discusses Polish writer Witold Gombrowicz\u27s Diary as a playwright, his theatrical career, and states that his image in the public entertainment field was said to be influenced by his self-absorbed ...
Kuharski, Allen J.
core +2 more sources
Promoting engagement in embryology through gamified student‐developed small group sessions
Abstract Learning embryology is often challenging for students as it requires conceptualizing morphological changes to embryologic structures across time. To further complicate the process, while some structures transition to permanent structures, others disappear or degenerate.
Jessica N. Byram +2 more
wiley +1 more source
BLS Spotlight on Statistics: Expenditures on Admissions to the Arts, Movies, Sporting Events, and other Entertainment [PDF]
In 2015, American consumers spent an average of $652 on admissions to the arts, movies, sporting events, and other entertainment and recreational activities. In 2012, 70 percent of U.S.
Nichols, Bonnie
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
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Karolina Karbownik
doaj +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
Immersive virtual reality as a teaching tool in neuroanatomy: A scoping review
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 Internet and Daily Life [PDF]
Presents findings from a survey conducted in November and December 2003. Looks at Internet use compared to the traditional offline ways of communicating, transacting affairs, getting information, and finding ...
Deborah Fallows
core
Abstract The emergence of generative artificial intelligence (GenAI) is reshaping the research landscape and carries significant implications for Digital Humanities (DH), a field long intertwined with computational methods and technologies. This study examines how DH scholars are adopting and critically evaluating GenAI in their research. Drawing on an
Rongqian Ma, Meredith Dedema, Andrew Cox
wiley +1 more source
A Majestic Presence: A Study of the Development of the Majestic Theater In Gettysburg
In an era of collective entertainment, before private home entertainment systems, people sought amusement within their communities. One aspect of this community entertainment, the theater, offered a social gathering place.
Burnham, Kelly +2 more
core

