Results 81 to 90 of about 67,213 (296)

Adolescents' Perspectives on Self‐Regulation and Need for Change in Digital Media Use: A Focus Group Study

open access: yesJournal of Adolescence, EarlyView.
ABSTRACT Introduction Research on digital media use and adolescents' development and well‐being remains inconclusive, and adolescents' own perspectives on these issues are largely unexplored. Nevertheless, concrete policy measures are being implemented to regulate adolescents' digital media use.
Luka Todorovic   +2 more
wiley   +1 more source

Immersive Technologies in Dental Education: Global Adoption Patterns From a 2025 Survey

open access: yesJournal of Dental Education, EarlyView.
ABSTRACT Purpose/Objectives Dental education is undergoing a digital transformation, yet the adoption of immersive technologies such as haptic virtual reality (HVR) remains limited. This study aimed to map global adoption trends, barriers, and opportunities for equitable integration of HVR in dental curricula.
Barry Quinn   +28 more
wiley   +1 more source

Gamification and Entrepreneurial Intentions [PDF]

open access: yes, 2019
Purpose - This paper investigates how gamification can influence entrepreneurial intentions (EI) of a group of users of an online platform provided by a private company.
Banoun, A.   +11 more
core   +1 more source

Use of Gamification as an Active Teaching and Learning Methodology in Undergraduate Dental Education in Oral Radiology

open access: yesJournal of Dental Education, EarlyView.
ABSTRACT Purpose/Objectives Active learning methodologies have been increasingly adopted in dental education to promote student engagement and improve learning outcomes. Gamification has emerged as a promising strategy; however, evidence regarding its effectiveness in oral radiology education remains limited.
Natalia Myrrha Melo   +6 more
wiley   +1 more source

Modelling Critical Impeding Factors of Gamification Adoption: An ISM‐MICMAC Analysis

open access: yesGlobal Business and Organizational Excellence, EarlyView.
ABSTRACT Gamification is a transformative technology that attracts consumers and motivates them toward desired actions through fun and engagement. Despite its growing popularity and influence on user behavior, gamification faces significant challenges in acceptance and implementation due to behavioral, technological, economic, and regulatory factors ...
Wamika Sharma   +4 more
wiley   +1 more source

Building a Framework for the Digital Transformation of Italian Universities: Evidence From the University of Naples “Parthenope”

open access: yesStrategic Change, EarlyView.
ABSTRACT This paper examines the digital transformation of universities, a category of knowledge‐intensive organizations (KIOs) increasingly pressured to invest in new technological tools for the development of innovative teaching and research processes and practices.
Stefano Marciano   +2 more
wiley   +1 more source

Seven Years of Supply Chain 4.0 and Supply Chain 5.0: Mapping Themes and Knowledge Toward More Developed and Contemporary Supply Chains

open access: yesKnowledge and Process Management, EarlyView.
ABSTRACT Technological advancements aligned with sustainability and resilience requirements, as well as, a greater focus on human‐centric perspectives, are creating significant transformations in supply chains in this decade, bringing them to a more developed stage.
Guilherme F. Frederico
wiley   +1 more source

Rethinking Gamification

open access: yes, 2014
Gamification marks a major change to everyday life. It describes the permeation of economic, political, and social contexts by game-elements such as awards, rule structures, and interfaces that are inspired by video games. Sometimes the term is reduced to the implementation of points, badges, and leaderboards as incentives and motivations to be ...
Fuchs, Mathias   +3 more
openaire   +2 more sources

To build light gamification upon social interactions : requirement analysis for the next version of Topolor [PDF]

open access: yes
The introduction of social dimension enables traditional adaptive educational hypermedia systems to provide more versatile personalized services. Topolor has been developed to investigate the impacts of social interaction and feasible engagement ...
Al Qudah, Dana   +3 more
core  

Apathy in Lewy Body Disorders: A Position Paper

open access: yesMovement Disorders, EarlyView.
Abstract Apathy is one of the most prevalent and disabling non‐motor symptoms in Parkinson's disease (PD) and dementia with Lewy bodies (DLB), collectively referred to as Lewy body disorders (LBDs). It is associated with reduced quality of life, accelerated cognitive decline, increased caregiver burden, and poorer functional outcomes, yet remains ...
Jaime Kulisevsky   +12 more
wiley   +1 more source

Home - About - Disclaimer - Privacy