Results 161 to 170 of about 114,668 (269)
Active learning in diabetes education for health professions students: a narrative synthesis of effectiveness and implementation considerations. [PDF]
Zhou H, Tang N, Liu L, Zhu Y.
europepmc +1 more source
YOOMI: Effect of AI‐Guided Gamified Physical Therapy Exercise Software on Inpatient Mobility
Demonstration of YOOMI Software in Use.
Jay Naik +18 more
wiley +1 more source
ABSTRACT Digital behavioral change interventions (DBCIs) for weight‐related behaviors may be less effective in disadvantaged populations, potentially widening health inequalities despite increased access. Limited research has explored the psychosocial mechanisms that may contribute to this divide. Following JBI guidelines for conducting scoping reviews,
Lee C. Mercer +4 more
wiley +1 more source
Aims Large‐scale behavioral experiments are increasingly recognized as essential in psychiatric research based on a transdiagnostic dimensional view of mental disorders. However, advanced programming skills and substantial financial resources are usually needed to conduct such experiments, posing a barrier for new researchers.
Asako Toyama +3 more
wiley +1 more source
AI-driven gamification and metacognitive strategy development: a study of primary school English vocabulary learning from a self-regulated learning perspective. [PDF]
Wu H, Wang X.
europepmc +1 more source
ABSTRACT The emergence of generative AI (GenAI), such as ChatGPT, in education reconceptualizes the realm and is novel to researchers and practitioners alike. Over the past few years, systematic reviews of the impact of GenAI on education have increased, focusing on language education and general education.
Cheuk Kwan Au +2 more
wiley +1 more source
Leveling up immunization: a systematic review of gamification interventions to improve Human Papillomavirus (HPV) vaccine uptake. [PDF]
Taseen S +3 more
europepmc +1 more source
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
Gamification design and engagement in preregistration nurse education: a scoping review protocol. [PDF]
McMillan K, Valler T, Swift A.
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

