Results 271 to 280 of about 4,232,509 (339)
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
Game-based learning as training to use a chemotherapy preparation robot. [PDF]
Garnier A, Bonnabry P, Bouchoud L.
europepmc +1 more source
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
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
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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
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, 2020Abstract 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
Game-based Learning and 21st century skills: A review of recent research
Computers in Human Behavior, 2016Meihua Qian
exaly +2 more sources
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
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, 2023Computational 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

