Results 81 to 90 of about 114,668 (269)
Reclaiming Anatomy as Method: From Morphological Reasoning to Clinical Relevance
ABSTRACT In recent decades, molecular biology and omics technologies have profoundly reshaped biomedical research, with genomics, proteomics, and other high‐throughput approaches dominating scientific agendas and funding priorities. Within this molecular paradigm, however, the anatomical sciences face an epistemic and institutional tension: morphology,
Katia Cortese, Marco Frascio
wiley +1 more source
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
Using Gamification to Motivate Students with Dyslexia [PDF]
The concept of gamification is receiving increasing attention, particularly for its potential to motivate students. However, to date the majority of studies in the context of education have predominantly focused on University students.
Benton, Laura +3 more
core +2 more sources
Consumer Mobile Phone Recycling Behaviour: A Systematic Review and Future Research Agenda
ABSTRACT Mobile phone recycling has received increasing attention from scholars and practitioners due to its environmental, social, and economic impacts. However, knowledge about consumer mobile phone (MP) recycling behaviour is fragmented, making it challenging to develop effective strategies to promote this behaviour. This study follows the Preferred
Xinru (Angie) Jiang +4 more
wiley +1 more source
Reuse potential assessment framework for gamification-based smart city pilots [PDF]
The paper proposes a unified framework for assessing the re-use potential for the Smart Engagement Pilot currently being realized in the city of Ghent (Belgium).
Aversano, Paolo +3 more
core
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
Using Gameplay Patterns to Gamify Learning Experiences [PDF]
Gamification refers to the use of gaming elements to enhance user experience and engagement in non-gaming systems. In this paper we report the design and implementation of two higher education courses in which ludic elements were used to enhance the ...
Fabricatore, Carlo, López, Ximena
core
Abstract The digital age has revolutionized many aspects of citizens' everyday lives, including educational systems, as Information and Communication Technologies (ICT) have been integrated into the curriculum at all educational levels. In the case of English as a foreign language (EFL), many studies support that ICTs contribute positively to the ...
María Felicidad Tabuenca Cuevas +2 more
wiley +1 more source
Gamification in medical education: identifying and prioritizing key elements through Delphi method
Background Gamification has gained popularity in medical education, but key elements have not been formally identified. This study aimed to generate and prioritize a list of key elements of gamification in medical education.Methods This study utilized a ...
Yung-Fu Wang +3 more
doaj +1 more source
Gamified learning in health sciences education: Terminology and considerations
Anatomical Sciences Education, EarlyView.
Jeremy J. Grachan +2 more
wiley +1 more source

