Results 91 to 100 of about 140,188 (287)
Gamification in otolaryngology: A narrative review
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]
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
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]
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
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Promoting engagement in embryology through gamified student‐developed small group sessions
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
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]
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
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]
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]
© 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

