Results 71 to 80 of about 112,203 (231)
Aim Problem‐based learning (PBL) is an established approach in medical, nursing, pharmacy and veterinary medicine education. This study describes the implementation and aims to evaluate the use of non‐linear slide decks as a method to deliver PBL as individualized student assessments within pharmacology education. This approach, originally developed in
Wendy R. Francis +2 more
wiley +1 more source
Gamification has become an increasingly popular approach in education, applying game elements to increase student motivation and engagement. However, generalized applications often do not consider individual needs, making personalized of gamification ...
Suma Danu Ristianto +2 more
doaj +1 more source
Class tournament as an assessment method in physics courses : a pilot study [PDF]
Testing knowledge is an integral part of a summative assessment at schools. It can be performed in many different ways. In this study we propose assessment of physics knowledge by using a class tournament approach.
Dziob, Daniel +2 more
core +1 more source
This systematic literature review aimed to identify and characterize existing interventions designed to empower citizens to spontaneously report adverse drug reactions (ADRs) and to determine which interventions have been shown to be the most effective internationally. The research question was structured using the PICO framework.
Margarida Perdigão +3 more
wiley +1 more source
The Virtual Runner Learning Game [PDF]
A learning game has been developed which allows learners to study and learn about the significance of three important variables in human physiology (lactate, glycogen, and hydration) and their influence on sports performance during running.
Behringer, R +6 more
core +1 more source
Learner emotions and performance in hypercasual VR games with adaptive AI difficulty
Abstract Hypercasual virtual reality games (HVRGs) are widely regarded as cost‐effective tools for rapid skill acquisition, yet the mechanisms that optimise their effectiveness and user acceptance remain insufficiently explored. This mixed‐methods empirical study investigates how playful emotions, characterised by engagement, enjoyment and anxiety ...
Zeeshan Ahmed, Faizan Ahmad, Chen Hui
wiley +1 more source
Gamificacion in education and active methodologies at Higher education [PDF]
In recent years, there has been an increasing interest in applying Gamification in Education, which can be defined as the application of game design elements to learning activities.
Bentabol-Manzanares, Maria Amparo +8 more
core
Nice Neighbors: A brief adventure in mathematical gamification
This is an expository article about the topological theory of digital images, and a gamification of a research ...
Staecker, P. Christopher
core +1 more source
ABSTRACT Gamification is characterized by the use of gaming elements in a non‐gaming context. This concept is commonly applied in teaching to create a more meaningful and activating learning environment. The major aim of this study was to compare possible effects of gamification on a traditional interactive teaching concept in a biochemistry course on ...
Eva Stapfer +3 more
wiley +1 more source
IntroductionGamification can support the practical application of Inclusive Teaching. However, gamification literature reviews to implement Inclusive Teaching are scarce or not existent. Therefore, we conducted a scoping review of gamification literature
Santiago Ruiz-Navas +2 more
doaj +1 more source

