Escape Body: A Gamified Problem‐Based Learning Project in Primary Education
ABSTRACT Young learners' lack of motivation to study scientific‐related subjects nowadays is a topic of concern in our society. This study followed a quasi‐experimental design with a predominantly quantitative methods approach, complemented by qualitative data, to investigate how the combination of gamified and problem‐based learning could influence ...
Sergio Tirado‐Olivares +3 more
wiley +1 more source
A gamified interactive E-book incorporating metacognitive self-regulation: effects on physics achievement, learning motivation, and metacognitive self-regulation ability in junior high school. [PDF]
Shao J, Tang S, Zhuang Z.
europepmc +1 more source
ABSTRACT We have developed and implemented a 6‐h lesson plan with a STEM‐integrated teaching framework that integrates computational thinking (CT) into science lessons through data practices. The aim of the STEM integrated lesson plan is to teach middle school students climate and weather concepts using data and to increase their understanding and ...
Dilara Kara‐Zorluoglu +1 more
wiley +1 more source
Improving Health-Related Symptoms and Behaviors in Children and Adolescents Diagnosed With Diabetes by Using a Virtual Reality-Gamified Self-Care Method: Randomized Controlled Trial. [PDF]
Solat R +5 more
europepmc +1 more source
Knowledge Spillover, Trust, Effort, and Error Exposure in Peer‐Assisted Learning
Abstract Peer‐assisted learning has the potential to improve learning in academic settings and beyond. However, the cognitive and motivational mechanisms of learning through interaction with other learners are not fully understood. Here, we present an empirical study in which we compare a peer‐assisted learning condition with two individual learning ...
Ion Juvina +5 more
wiley +1 more source
Is Gamification the New Panacea for Health Behavioral Changes? Implications for the Health and Life Insurance Industry. [PDF]
Salami A +9 more
europepmc +1 more source
ABSTRACT Objective This study aimed to identify the teaching methodologies used in point‐of‐care ultrasound (POCUS) education for undergraduate medical students and to synthesise the educational outcomes associated with these approaches. Methods A scoping review followed Joanna Briggs Institute methodology and Preferred Reporting Items for Systematic ...
Isabel Dutra da Cruz +3 more
wiley +1 more source
RETRACTED: Castellano-Tejedor, C.; Cencerrado, A. Gamification for Mental Health and Health Psychology: Insights at the First Quarter Mark of the 21st Century. <i>Int. J. Environ. Res. Public Health</i> 2024, <i>21</i>, 990. [PDF]
Castellano-Tejedor C, Cencerrado A.
europepmc +1 more source
Seven‐stage AI‐powered voice biomarker pipeline for neurodegenerative disease diagnosis and clinical decision support. ABSTRACT Recent studies have shown that voice analysis provides a feasible, non‐invasive diagnostic alternative for the early detection of neurodegenerative diseases (NDs), such as Parkinson's disease (PD) and Amyotrophic Lateral ...
Abdulazeez Mousa +3 more
wiley +1 more source
When suffering becomes a game: a critical examination of gamification in medical education and its implications for compassion and empathy. [PDF]
Mohiyeddini C.
europepmc +1 more source

