Results 231 to 240 of about 334,298 (278)
Exploring the multifaceted learning benefits of video gaming among female university students in Saudi Arabia. [PDF]
Alwhaibi RM +7 more
europepmc +1 more source
Abstract While gamified learning platforms show promise for engaging digital learners and promoting active learning, evidence of their effectiveness in predicting academic outcomes remains limited. This study examined how engagement patterns and incentives impact academic outcomes in a gamified environment to determine whether a formative question bank
Mohammad Aldalou +5 more
wiley +1 more source
Gaming‑Based Community Intervention for Loneliness in Adult Gamers: Longitudinal Observational Study. [PDF]
Neu C, Hull TD, Malgaroli M.
europepmc +1 more source
Abstract The practice of involving students in designing pedagogical resources, including gamified learning tools, is often underutilized. Traditionally, students are engaged in usability and efficacy testing of finalized learning tools, limiting their ability to shape the learning experience from inception.
Kristina Lisk, Judi Laprade
wiley +1 more source
Coping, escapism, and fantasy motives and depression symptoms mediate the relationship between emotion dysregulation and gaming disorder. [PDF]
Bäcklund C +5 more
europepmc +1 more source
Abstract Active learning strategies enhance medical education by fostering self‐directed learning, communication, and problem‐solving skills. The paper puzzle, a game‐based learning approach, provides an engaging way to reinforce anatomical knowledge and promote collaboration.
Ricardo Tello‐Mendoza +6 more
wiley +1 more source
A gamified resource for learning anatomy terminology aids retention
Abstract A card game, “Hold your Nerve,” was developed to aid memorization of anatomy terminology in small‐group learning formats. Each of the 719 cards consisted of an anatomical term and its definition. To play, a student blindly holds a card so as to block the definition but display the term to the group, who must provide verbal/physical clues to ...
Eva M. Sweeney +3 more
wiley +1 more source
Validation of the DSM-5 internet gaming disorder framework for clinical diagnosis of problematic social media usage. [PDF]
Xie W +11 more
europepmc +1 more source
Abstract Active learning strategies, particularly game‐based learning (GBL), have been shown to enhance student engagement and knowledge acquisition across various educational contexts. This study investigates the impact of a GBL activity, “Medical Jargon,” for high school students learning anatomy and physiology while participating in the 2024 Summer ...
Andrew Bloh +4 more
wiley +1 more source
An investigation into internet gaming disorder and psychological correlates among medical undergraduates in vocational colleges in China: a cross-sectional appraisal. [PDF]
He R +5 more
europepmc +1 more source

