Results 101 to 110 of about 114,668 (269)
Who Am I When You're a Bot? Relational Identity and AI Companions
ABSTRACT Self‐conceptions provide a framework through which we can make sense of ourselves, interpret and navigate the world, plan our lives, and relate to others. Relational influences can greatly shape them, for instance, when others react to us or offer advice. What if this ‘other’ is not a human being, but an AI?
Muriel Leuenberger
wiley +1 more source
Pros and cons gamification and gaming in classroom
The aim of the current work is to assess the challenges that gamification in education are facing nowadays. Benefits and disadvantages of using gamification in classroom are both discussed to offer a clearer view on the impact of using gamification ...
Furdu, Iulian +2 more
core +1 more source
Abstract Background Adolescence is marked by increased vulnerability to sleep disturbances and mood disorders. Understanding how day‐to‐day changes in sleep and mood are linked within the same individual is crucial for clarifying sleep's role in emerging internalizing disorders. However, the extent to which an adolescent's fluctuations in sleep predict
Konstantin Drexl +4 more
wiley +1 more source
The Effects of Gamification in Online Learning Environments: A Systematic Literature Review
Gamification has recently been presented as a successful strategy to engage users, with potential for online education. However, while the number of publications on gamification has been increasing in recent years, a classification of its empirical ...
Alessandra Antonaci +2 more
doaj +1 more source
Mobile learning scenarios in language teaching: perceptions of vocational and professional education students [PDF]
Mobile devices play a significant role in society, in general, and a very limited one at the different levels of education. Smartphones, tablets, and other mobile devices allows learning to occur anywhere, (and at) anytime.
Moura, Adelina, Nobre, Ana
core
Impact of a Modular Escape Game on Undergraduate and Continuing Dental Education
ABSTRACT Purpose This study aimed to assess the educational impact and perceived relevance of a pedagogical escape game designed to reinforce key concepts related to dental biomaterials. Methods In 2023, a modular escape game comprising four mandatory stations and one bonus station was developed and integrated into two pedagogical settings: a ...
Sara Bergman +24 more
wiley +1 more source
Background: Gamification, the integration of game elements into non-gaming contexts, has gained significant attention in education, including medical education.
Bibhas Banerjee +3 more
doaj +1 more source
Looking for students' enthusiasm: flipped classroom [PDF]
The “flipped classroom” is a pedagogical model that consists of putting certain learning processes outside the classroom so that the teacher can devote more class time to students’ acquisition of practical skills, for example. In this way, the teacher is
Bentabol-Manzanares, Maria Amparo +8 more
core
Immersive Technologies in Dental Education: Global Adoption Patterns From a 2025 Survey
ABSTRACT Purpose/Objectives Dental education is undergoing a digital transformation, yet the adoption of immersive technologies such as haptic virtual reality (HVR) remains limited. This study aimed to map global adoption trends, barriers, and opportunities for equitable integration of HVR in dental curricula.
Barry Quinn +28 more
wiley +1 more source
Gamification takes advantage of game designs to add dynamicity to educational environments and develop students’ sociocognitive skills. As technological advances continue to shape many aspects of life, incorporating gamification into prenatal education ...
Rahele Mehrabi +2 more
doaj +1 more source

