Results 91 to 100 of about 140,188 (287)

Gamification in otolaryngology: A narrative review

open access: yesLaryngoscope Investigative Otolaryngology, 2022
Introduction The medical field has incorporated gamification elements into education platforms over the past decade. The standard definition for gamification that has been adopted by most research studies is the addition of game elements and game ...
Zack K. Westenhaver   +3 more
doaj   +1 more source

SIMNET: simulation-based exercises for computer net-work curriculum through gamification and augmented reality [PDF]

open access: yes, 2018
Gamification and Augmented Reality techniques, in recent years, have tackled many subjects and environments. Its implementation can, in particular, strengthen teaching and learning processes in schools and universities. Therefore, new forms of knowledge,
Fraga, Álvaro Luis   +5 more
core  

Moving beyond neurophobia to cultivate the neuroquisitive learner

open access: yesAnatomical Sciences Education, EarlyView.
Abstract “Neurophobia,” a pervasive fear of the neurological sciences, poses a significant barrier in medical education, affecting learners and physicians worldwide. Its consequences are far‐reaching, contributing to a limited neurology workforce and diminished confidence among non‐specialists in managing neurological conditions.
Joanna R. Appel   +1 more
wiley   +1 more source

Describe Innovative and Creative Approaches to On-The-Go Learning [PDF]

open access: yes, 2015
As the landscape of technology changes, businesses are seeking the best ways to incorporate on-the-go learning into educating employees. Recognizing this, when using mobile education for knowledge transfer it is beneficial to look at companies ...
Heppner, Sebastian, Hwang, Jae Man
core   +1 more source

Promoting engagement in embryology through gamified student‐developed small group sessions

open access: yesAnatomical Sciences Education, EarlyView.
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

Gamification and Consumer Loyalty: The Role of Utilitarian and Hedonic Benefit

open access: yesThe Lahore Journal of Business, 2021
Gamification is a trend of the future that primarily influences consumer behavior. This, in turn, triggers loyalty via a game-thinking loop. The multifold application of gamification, however, has remained a buzzword thus far, indicating an infancy of ...
Anam Shahid, Sadia Arshad
doaj  

Encouraging persons to visit cultural sites through mini-games [PDF]

open access: yes, 2018
Gamification has been recently proposed as a technique to improve user engagement in different activities, including visits to cultural sites and cultural tourism in general.
Catarci, Tiziana   +5 more
core   +2 more sources

Using non‐linear slide decks to administer individualized problem‐based learning assessments within pharmacology education

open access: yesBritish Journal of Clinical Pharmacology, EarlyView.
Aim Problem‐based learning (PBL) is an established approach in medical, nursing, pharmacy and veterinary medicine education. This study describes the implementation and aims to evaluate the use of non‐linear slide decks as a method to deliver PBL as individualized student assessments within pharmacology education. This approach, originally developed in
Wendy R. Francis   +2 more
wiley   +1 more source

Neal Stephenson’s Readme: a critique of gamification [PDF]

open access: yes, 2016
Neal Stephenson’s writing has in many ways shaped post-cyberpunk science fiction as well as having a massive influence on real-world technology, so his move to realism with 2011’s Reamde offers an opportunity to understand science fiction’s changing ...
Mcfarlane, Anna
core  

Flexible virtual environments: Gamifying immersive learning [PDF]

open access: yes, 2017
© Springer International Publishing AG 2017. The availability of Virtual Reality (VR) and Virtual Environment (VE) equipment - with the launch of domestic technologies such as the Oculus Rift, Microsoft Hololens and Sony Playstation VR) - offer new ways ...
Brayshaw, Mike, Gordon, Neil
core   +1 more source

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