Results 271 to 280 of about 4,232,509 (339)

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

Reigniting engagement: A multidisciplinary, authentic case‐based approach to anatomy and physiology education for medical imaging students

open access: yesAnatomical Sciences Education, EarlyView.
Abstract Anatomy and physiology are foundational to health science education, yet student engagement in these modules often declines during later years of study. This discursive article aims to describe a teaching intervention which increased student engagement and provide educator reflection of implementation and improvement over time.
Nicolene Jooste, Asma Shaikh‐Kader
wiley   +1 more source

Impacts of body donor non‐anonymization on students' educational and humanistic development: A systematic review

open access: yesAnatomical Sciences Education, EarlyView.
Abstract A recent trend in healthcare education has been the increasing emphasis on the development of humanism and empathy in students. Within anatomy education, some institutions have implemented curricular innovations such as donor non‐anonymization to facilitate this development.
Rodrigo Muscogliati   +5 more
wiley   +1 more source

Digital game-based learning

Computers in Entertainment, 2000
Research published by University of Rochester neuroscientists C. Shawn Green and Daphne Bavelier has grabbed national attention for suggesting that playing "action" video and computer games has the positive effect of enhancing student's visual selective attention.
M. Prensky
semanticscholar   +2 more sources

Multimodal learning analytics for game‐based learning

British Journal of Educational Technology, 2020
Abstract A distinctive feature of game‐based learning environments is their capacity to create learning experiences that are both effective and engaging. Recent advances in sensor‐based technologies such as facial expression analysis and gaze tracking have introduced the opportunity to leverage multimodal data ...
Andrew Emerson   +2 more
exaly   +2 more sources

The Effect of Digital Game-Based Learning Interventions on Cognitive, Metacognitive, and Affective-Motivational Learning Outcomes in School: A Meta-Analysis

Review of Educational Research, 2023
Digital game-based learning (DGBL) interventions can be superior to traditional instruction methods for learning, but previous meta-analyses covered a huge period and included a variety of different target groups, limiting the results’ transfer on ...
Nathalie Barz   +3 more
semanticscholar   +1 more source

Teaching and Learning Computational Thinking Through Game-Based Learning: A Systematic Review

Journal of educational computing research, 2023
Computational thinking (CT) is considered a fundamental skill that everyone in the 21st century should have. Game-based learning (GBL) may be used to teach CT, and it’s necessary to clarify how to design and implement game-based CT teaching.
Xinyue Wang, Mengmeng Cheng, Xinfeng Li
semanticscholar   +1 more source

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