Results 61 to 70 of about 112,203 (231)
Moving beyond neurophobia to cultivate the neuroquisitive learner
Abstract “Neurophobia,” a pervasive fear of the neurological sciences, poses a significant barrier in medical education, affecting learners and physicians worldwide. Its consequences are far‐reaching, contributing to a limited neurology workforce and diminished confidence among non‐specialists in managing neurological conditions.
Joanna R. Appel +1 more
wiley +1 more source
Location-based games are a highly technology-dependent game genre that has witnessed an exponential increase in popularity with the democratisation of smartphones as well as ubiquitous mobile data and access to satellite navigation.
Laato Samuli +2 more
doaj +1 more source
Gamification and Consumer Loyalty: The Role of Utilitarian and Hedonic Benefit
Gamification is a trend of the future that primarily influences consumer behavior. This, in turn, triggers loyalty via a game-thinking loop. The multifold application of gamification, however, has remained a buzzword thus far, indicating an infancy of ...
Anam Shahid, Sadia Arshad
doaj
Architecture of a Dispersed Gamification System for Tourist Attractions
The paper addresses the issues of implementing e-guide-based gamification systems for tourist attractions by proposing a dispersed gamification system architecture in which its respective functional aspects are handled by multiple web services with ...
Jakub Swacha
doaj +1 more source
SIMNET: simulation-based exercises for computer net-work curriculum through gamification and augmented reality [PDF]
Gamification and Augmented Reality techniques, in recent years, have tackled many subjects and environments. Its implementation can, in particular, strengthen teaching and learning processes in schools and universities. Therefore, new forms of knowledge,
Fraga, Álvaro Luis +5 more
core
Maximising gain for minimal pain: Utilising natural game mechanics [PDF]
This paper considers the application of natural games mechanics within higher education as a vehicle to encourage student engagement and achievement of desired learning outcomes.
Brayshaw, Mike +2 more
core +1 more source
Promoting engagement in embryology through gamified student‐developed small group sessions
Abstract Learning embryology is often challenging for students as it requires conceptualizing morphological changes to embryologic structures across time. To further complicate the process, while some structures transition to permanent structures, others disappear or degenerate.
Jessica N. Byram +2 more
wiley +1 more source
Analyzing the Response of Learners to Use Kahoot as Gamification of Learning Physics [PDF]
This study aims to investigate the response of learners to use Kahoot as a gamification of learning. Kahoot is available for free applications, and this platform can be used in gamification based learning.
Guntara, Y. (Yudi) +1 more
core
NeuroTwister: Gamified learning to teach cross‐sectional neuroanatomy to medical students
Abstract Neuroscience is a required course in many health professions curricula, but with it often comes neurophobia, the fear or difficulty that students experience when attempting to learn neuroscience. Traditional teaching methods in neuroanatomy may contribute to cognitive overload and stress, reinforcing the notion that neuroanatomy is ...
Cameron B. Jeter +3 more
wiley +1 more source
Neal Stephenson’s Readme: a critique of gamification [PDF]
Neal Stephenson’s writing has in many ways shaped post-cyberpunk science fiction as well as having a massive influence on real-world technology, so his move to realism with 2011’s Reamde offers an opportunity to understand science fiction’s changing ...
Mcfarlane, Anna
core

