Results 151 to 160 of about 114,668 (269)
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
ABSTRACT This study examined English vocabulary learning by using three types of flashcards: paper flashcards, non‐gamified mobile application (app) flashcards (i.e., digital flashcards), and gamified mobile app flashcards (i.e., gamified flashcards) in a privately owned language institute in Iran.
Ali Soyoof +3 more
wiley +1 more source
Human-centered digital twins in hospitality: how employee perceptions and system design shape adoption. [PDF]
Manzano-Farray D +4 more
europepmc +1 more source
ABSTRACT Artificial intelligence (AI) is increasingly used to support language learning, yet little is known about how younger learners accept and engage with AI‐assisted reading. This study investigates primary school students’ acceptance of and engagement with an AI‐supported adaptive reading application for English as a Foreign Language (EFL ...
Mi Tang +5 more
wiley +1 more source
Abstract Background Psychological distress is highly prevalent among patients in intensive care units (ICUs), yet current management remains predominantly pharmacological and often insufficient to address emotional and cognitive wellbeing. Virtual reality (VR) is emerging as a potential non‐pharmacological adjunct for stress and anxiety reduction in ...
Tjasa Savoric +10 more
wiley +1 more source
Abstract In an increasingly technology‐driven world, this study examined how communication design students can critically and creatively master advanced digital tools to craft immersive storytelling experiences, drawing upon an ‘analogue’ mindset. While immersive experiences are often associated with XR technologies, true immersion transcends the ...
Eleonora D'Ascenzi +2 more
wiley +1 more source
The power of play-based learning: evaluating the impact of collaborative gamified quizzing on medical students' learning through the lens of Kirkpatrick's framework. [PDF]
Moin H +4 more
europepmc +1 more source
Background Given the high prevalence of mental illnesses in adolescents, there is an urgent need for effective prevention strategies. The aim of this study was to evaluate the school‐based internet intervention StresSOS for the universal prevention of mental illnesses in youth. Methods A two‐arm, randomized controlled trial was conducted.
Laya Lehner +14 more
wiley +1 more source

