Dissecting the dissection laboratory: Elements for designing a human anatomy laboratory
Abstract The human anatomy dissection laboratory is a critical component of anatomical and medical education. Development, maintenance, and stocking of these laboratory spaces have unique demands, with all of the challenges in running a laboratory with Biosafety Laboratory Level 2 (BSL‐2) classification, housing a large volume of tissues saturated with
Rhiannon E. Robinson +13 more
wiley +1 more source
Exploring the Effectiveness of Gamification in Food Safety Training: A Systematic Review. [PDF]
Mekanna AN, Bou-Mitri C.
europepmc +1 more source
Minimal virtual reality‐induced symptoms and effects in anatomy education across controller types
Abstract With the increasing adoption of virtual reality (VR) in anatomy education, understanding VR‐induced symptoms and effects (VRISE) is pivotal to effective curriculum design. To compare self‐reported VRISE across different VR controller types, the study included 199 responses from students aged 18–54, enrolled in visceral anatomy or neuroanatomy ...
Sharmeen Adnan +2 more
wiley +1 more source
Computational mechanisms of perception in autism revealed using games inspired by rodent operant tasks. [PDF]
Chakravarty S +6 more
europepmc +1 more source
Abstract Neuroanatomy is notoriously challenging due to its complexity and abstract spatial relationships, often evoking anxiety and frustration among learners. Educational escape rooms, a form of game‐based learning (GBL), can promote engagement and learning but typically require significant faculty time and resources to design.
Robert M. Becker +2 more
wiley +1 more source
Correction: Youth participation coach learning: A scoping review. [PDF]
PLOS One Staff.
europepmc +1 more source
Learning beyond the lab: A gamified approach to anatomy education in a museum‐based experience
Abstract Anatomy education, traditionally rooted in descriptive instruction and cadaveric dissection, is undergoing a significant transformation through the integration of educational technologies and contemporary pedagogical strategies. Among these, active learning methodologies, such as gamified‐based learning, have emerged as approaches designed to ...
Wendell Nunes da Silva +3 more
wiley +1 more source
From Harm to Habit: The Proliferation of Acquiesced Toxicity in Chinese Gaming Communities. [PDF]
Sun X, Cao Y.
europepmc +1 more source
Guidelines for designing and implementing game‐based learning in comparative anatomy education
Abstract Game‐based learning (GBL) is increasingly used in health professions anatomy education to promote engagement, knowledge acquisition, collaboration, and application of knowledge. However, its application to comparative veterinary anatomy remains fragmented, with limited guidance on how games can be systematically designed around the specific ...
Arthur Chin Haeng Lau +1 more
wiley +1 more source
Extreme social isolation risk is associated with story-driven, strategic and cooperative-first gameplay preferences. [PDF]
Confessor B +8 more
europepmc +1 more source

