Results 241 to 250 of about 129,155 (302)
Abstract Gamified teaching approaches are increasingly used in higher education, making it essential to examine the gameful experience resulting from interaction with educational game elements. This study aimed to evaluate undergraduate health science students' gamified learning experience using the Gamified Experience Measurement Scale in Education ...
David Martin‐Hidalgo +3 more
wiley +1 more source
Minimal virtual reality‐induced symptoms and effects in anatomy education across controller types
Abstract With the increasing adoption of virtual reality (VR) in anatomy education, understanding VR‐induced symptoms and effects (VRISE) is pivotal to effective curriculum design. To compare self‐reported VRISE across different VR controller types, the study included 199 responses from students aged 18–54, enrolled in visceral anatomy or neuroanatomy ...
Sharmeen Adnan +2 more
wiley +1 more source
Late Bedtime and Poor Sleep Quality Among University Esports Players: A Cross-Sectional Study. [PDF]
Yuksel A, Onal HY, Bilen AB.
europepmc +1 more source
Abstract Neuroanatomy is notoriously challenging due to its complexity and abstract spatial relationships, often evoking anxiety and frustration among learners. Educational escape rooms, a form of game‐based learning (GBL), can promote engagement and learning but typically require significant faculty time and resources to design.
Robert M. Becker +2 more
wiley +1 more source
Learning beyond the lab: A gamified approach to anatomy education in a museum‐based experience
Abstract Anatomy education, traditionally rooted in descriptive instruction and cadaveric dissection, is undergoing a significant transformation through the integration of educational technologies and contemporary pedagogical strategies. Among these, active learning methodologies, such as gamified‐based learning, have emerged as approaches designed to ...
Wendell Nunes da Silva +3 more
wiley +1 more source
Bombarded? Child's-eye views of smartphone-based game application advertising: objective insights from Aotearoa New Zealand. [PDF]
Gurtner M +5 more
europepmc +1 more source
Central and Bridge Symptoms of Internet Gaming Disorder, Social Jet Lag, and Insomnia Among College Students: Cross-Sectional Network Analysis. [PDF]
Qi M +5 more
europepmc +1 more source
Reconceptualizing online gaming in emerging adulthood: a phenomenological study. [PDF]
Sathiyaseelan A +2 more
europepmc +1 more source

