Results 211 to 220 of about 67,213 (296)
Digital Health Interventions Incorporating Behavior Change Techniques and Gamification for Bladder Health in Adults Aged 50 Years and Older: Rapid Review. [PDF]
Aguila-Gimeno O +8 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
Practical applications of gamification in patient-centered outcomes research and digital health, and its acceptance in clinical trials. [PDF]
Hartford C +5 more
europepmc +1 more source
ABSTRACT This study analyzed Industry 4.0 (I4.0) technology applications in agribusiness and the role of strategic stakeholders, engagement methods, and other critical aspects data sharing, confidentiality, integrity, decision‐making, and sector‐specific requirements in promoting circularity.
Simone Sehnem +3 more
wiley +1 more source
The scavenger hunt game: An innovative way to augment peer-assisted learning among medical undergraduates for competency attainment. [PDF]
Manral I +6 more
europepmc +1 more source
ABSTRACT Digital transformation is increasingly reshaping how social enterprises organize work, engage stakeholders, and pursue social value. While prior research has examined digitalization in hybrid organizations, limited attention has been paid to how responsibility for inclusive digital transformation is enacted internally.
Riccardo Maiolini +2 more
wiley +1 more source
Gamification in the Medicine and Surgery course for occupational therapy and physiotherapy undergraduate students. [PDF]
Jankowitz A, Keller MM.
europepmc +1 more source
ABSTRACT This pilot study investigated how the narrative‐rich Chinese AAA game Black Myth: Wukong supports advanced Mandarin learners. Using reflective journals, semi‐structured interviews, and exploratory electroencephalogram (EEG), we examined learners' cognitive, affective, and cultural experiences.
ShuPei Wang +2 more
wiley +1 more source
Effectiveness and Learner Perception of a Gamified Distance-Learning Program for Point-of-Care Ultrasound. [PDF]
Wallace N +5 more
europepmc +1 more source

