Results 81 to 90 of about 1,187,905 (310)

Impact of a game-based interprofessional education program on medical students’ perceptions: a text network analysis using essays

open access: yesBMC Medical Education
Background The increasing complexity of the healthcare environment and the necessity of multidisciplinary teamwork have highlighted the importance of interprofessional education (IPE). IPE aims to enhance the quality of patient care through collaborative
Young Gyu Kwon   +6 more
doaj   +1 more source

A Game-Based Approach to Teaching and Learning Anatomy of the Liver and Portal Venous System

open access: yesMedEdPORTAL, 2018
Introduction The use of games and game elements as teaching tools has received increasing attention in the medical education literature. Used formatively, games promote student engagement and satisfaction, and encourage collaboration and teamwork among ...
Robert V. Hill, Zeinab Nassrallah
doaj   +1 more source

High Health Care Utilization Preceding Diagnosis With Juvenile Idiopathic Arthritis

open access: yesArthritis Care &Research, EarlyView.
Objective Although early diagnosis improves long‐term outcomes, patients with juvenile idiopathic arthritis (JIA) often experience prolonged, circuitous paths to diagnosis. To inform diagnostic improvement, we sought to characterize health care utilization in the year preceding diagnosis. Methods We identified 10,021 patients with an incident diagnosis
Anna Costello   +5 more
wiley   +1 more source

A Cognitive-Based Board Game With Augmented Reality for Older Adults: Development and Usability Study

open access: yesJMIR Serious Games, 2020
BackgroundOlder adults in Taiwan are advised to adopt regular physical and social activities for the maintenance of their cognitive and physical health. Games offer a means of engaging older individuals in these activities.
Chen, Yen-Fu, Janicki, Sylvia
doaj   +1 more source

Using Gameplay Patterns to Gamify Learning Experiences [PDF]

open access: yes, 2014
Gamification refers to the use of gaming elements to enhance user experience and engagement in non-gaming systems. In this paper we report the design and implementation of two higher education courses in which ludic elements were used to enhance the ...
Fabricatore, Carlo, López, Ximena
core  

Cracking the Code: Which Ocular Symptoms Predict Dry Eye Signs? Insights from a large international sicca registry

open access: yesArthritis Care &Research, Accepted Article.
Purpose The study aimed to identify symptom‐based predictors of dry eye disease (DED) signs in the Sjögrens International Collaborative Clinical Alliance (SICCA) cohort. Methods Retrospective analysis examining 16 ocular symptoms (most graded 0‐4) and artificial tear (AT) use (graded 0‐3) as predictors of DED signs [abnormal ocular surface staining ...
Pragnya R Donthineni   +7 more
wiley   +1 more source

A Q‐Learning Algorithm to Solve the Two‐Player Zero‐Sum Game Problem for Nonlinear Systems

open access: yesInternational Journal of Adaptive Control and Signal Processing, Volume 39, Issue 3, Page 566-581, March 2025.
A Q‐learning algorithm to solve the two‐player zero‐sum game problem for nonlinear systems. ABSTRACT This paper deals with the two‐player zero‐sum game problem, which is a bounded L2$$ {L}_2 $$‐gain robust control problem. Finding an analytical solution to the complex Hamilton‐Jacobi‐Issacs (HJI) equation is a challenging task.
Afreen Islam   +2 more
wiley   +1 more source

Characterization of Defect Distribution in an Additively Manufactured AlSi10Mg as a Function of Processing Parameters and Correlations with Extreme Value Statistics

open access: yesAdvanced Engineering Materials, EarlyView.
Predicting extreme defects in additive manufacturing remains a key challenge limiting its structural reliability. This study proposes a statistical framework that integrates Extreme Value Theory with advanced process indicators to explore defect–process relationships and improve the estimation of critical defect sizes. The approach provides a basis for
Muhammad Muteeb Butt   +8 more
wiley   +1 more source

Project-based action in the structure of educational-game environments

open access: yesКультурно-историческая психология
Context and relevance. The article describes an approach to creating educational-game environments aimed at developing project-based thinking.
N.V. Gromyko   +2 more
doaj   +1 more source

Implementasi Game Based Learning pada Pembelajaran Bahasa Inggris

open access: yesJurnal RESTI (Rekayasa Sistem dan Teknologi Informasi), 2019
Games are media that can be used in the learning process to stimulate students in teaching and learning activities in the classroom. The game used is a game that has been adapted to the needs of learning in the classroom called game based learning or ...
Nindian Puspa Dewi, Indah Listiowarni
doaj   +1 more source

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