Gamified Learning among Medical Undergraduates using Digital Platforms: A Quasiexperimental Study. [PDF]
Mohta A, Prajapathi S, Rastogi S.
europepmc +1 more source
Computing consensus: Language ideological work in LLM‐assisted deliberative democracy
Abstract This article examines how the digital platform Polis and its experiments with large language models (LLMs) reconfigure democratic participation through a particular vision of consensus. Through analysis of media coverage of Polis and developers' public discussions of the platform, I argue that developers reframe consensus from a discursive ...
Janet E. Connor
wiley +1 more source
User Experiences of Behavioral and Psychological Change Techniques in a Walking-Based Mobile Exergame: Cross-Sectional Qualitative Study. [PDF]
Antoniadou M +6 more
europepmc +1 more source
Exploring Involvement of Children on Development of School Meals With Unconventional Edible Plants
ABSTRACT Unconventional Edible Plants (UEPs) offer a promising strategy to diversify diets and value local biodiversity, yet their consumption remains low. The aim of this study was to explore children's proposals of UEP‐based foods and whether co‐creation with children could facilitate the inclusion of UEP‐based meals in schools.
Lisangela Bagatini +3 more
wiley +1 more source
Effectiveness of Using a Popular Media Theme in Emergency Medicine Simulation. [PDF]
Cohen S +8 more
europepmc +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
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
The FOOTLOOSE App: Evaluation of a Gamified App-Based Exercise Intervention for Children and Adolescents with Congenital Heart Disease-A Mixed-Methods Feasibility Study. [PDF]
Schöneburg C +6 more
europepmc +1 more source
Digitalization and Gamification to Improve Pathology Education: The SIAPeC Quiz Experience. [PDF]
Caputo A +11 more
europepmc +1 more source
Effectiveness of Gamification with a Narrative Adapted to the Player's Profile in Obstetric Nursing Competencies: A Cluster Randomized Controlled Pilot Trial Protocol. [PDF]
Mies-Padilla S +3 more
europepmc +1 more source

