Results 181 to 190 of about 114,668 (269)
Customer engagement in technology-based and high-contact interfaces [PDF]
De Keyser, Arne, Verleye, Katrien
core
ABSTRACT This study examined the psychometric properties of two new assessment measures, which consist of developmental progressions of pre‐school children in literacy skills and mathematics skills respectively. Researchers gathered data to measure the extent of children's engagement with an educational gaming system and the skill levels they attained ...
Chuang Wang, Qiao Liu, Richard Lambert
wiley +1 more source
ABSTRACT This study examines the impact of the Web 2.0‐focused course on preservice science teachers' self‐efficacy in developing digital materials, their tendency to integrate technology into teaching, and views on using technology in teaching practice. We used a sequential explanatory mixed‐method design.
Nagihan Imer Cetin +2 more
wiley +1 more source
Gamification-Based Interventions in Chronic Disease Care: A Systematic Review of Randomised Controlled Trials. [PDF]
Emaliyawati E +4 more
europepmc +1 more source
ABSTRACT Educators in higher education face persistent challenges in scaling AI literacy across disciplines and helping novice learners understand abstract AI concepts. Although research on game‐based learning (GBL) reports mixed outcomes, few studies have examined its large‐scale use in mandatory, asynchronous AI literacy courses for diverse ...
Jinhee Kim +5 more
wiley +1 more source
A gamification training system designed according to a mental model structure: A case study of universal robots. [PDF]
Sriviboon Y +3 more
europepmc +1 more source
ABSTRACT This study examines the effect of multifaceted interventions based on education (1) and recognition (2) of compliance with standard precautions (SPs). A quasi‐experimental research design with a one‐group pre‐test and post‐test was used. The purposive sample included 71 nurses working in different specialty units at a large hospital in Turkey.
Menevse Yildirim +2 more
wiley +1 more source
Impact of Gamified Infection Control Education on Cognitive Achievement, Academic Self-Efficacy and Learning Motivation in Nursing Students: A Randomized Controlled Trial in Turkiye. [PDF]
Oner B, Bulut OU, Oner N.
europepmc +1 more source

