Results 111 to 120 of about 2,108,803 (258)
ABSTRACT As modes of activism rapidly evolve, activists—both seasoned and emerging—must increasingly navigate a hybrid terrain of both digital and non‐digital engagement. This paper draws on the personal narratives of 16 nascent activists based in Australia to explore how they develop competencies related to digital storytelling, which is critical to ...
Garth Stahl +5 more
wiley +1 more source
Student and staff experiences of interactive digital models when learning animal anatomy
Abstract Compared to human medical sciences, digital models of animals are rare, often behind subscription services and are comparatively lacking in interactivity and accessibility features. This study explores how digital models are currently being used to teach animal anatomy, providing the data required to construct the best anatomical models ...
Alice Leavey, Sarah Channon
wiley +1 more source
Escape Room Game Design Has Teaching Potential for Engaging With Misinformation Behaviors
A Review of: Cho, Y., Coward, C., Lackner, J., Windleharth, T. W., & Lee, J. H. (2023). The use of an escape room as an immersive learning environment for building resilience to misinformation. Journal of Librarianship and Information Science, 57(2),
Collin Stephenson
doaj +1 more source
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
Abstract Learning neuroanatomy presents a major challenge for medical students due to the brain's high spatial complexity and the limitations of traditional two‐dimensional instruction methods. Virtual reality (VR) provides immersive three‐dimensional visualization which may enhance spatial understanding, yet its effectiveness when implemented ...
Michal Bernstein‐Eliav +5 more
wiley +1 more source
Abstract The advent of three‐dimensional (3D) printing technology has enabled educators to design customized 3D printed models (3DPMs), but the current literature shows conflicting evidence regarding the impact of 3DPMs on students' knowledge acquisition.
Rocky Chun Chung Cheung +4 more
wiley +1 more source
Abstract All children should have access to quality education through a child‐centred pedagogy. An inclusive, child‐centred pedagogy uses a strength‐based view of children that recognises each child as unique and competent, providing children with multiple opportunities to explore and learn at their own pace.
Katherine Gulliver
wiley +1 more source
Introduction Nurses face high levels of stress, particularly in high-pressure environments, such as hospitals. Digital interventions, including virtual reality (VR), offer promising avenues for educating frontline workers, monitoring momentary distress ...
Karisa Parkington +21 more
doaj +1 more source
Form flows function: Learner‐centered game Re‐design in a STEM classroom
Abstract Re‐designing games facilitates interest‐driven learning and immerses learners in systems thinking. However, there are limited studies exploring how the form and function of tabletop games influence learners' design decisions and learning experiences. To address this gap, we conducted a mixed‐methods study in a STEM classroom in western Canada.
Farzan Baradaran Rahimi +2 more
wiley +1 more source
Abstract The intersection of economic conditions and early years education has long been debated, particularly where financial constraints shape educational practice and professional realities. Türkiye, characterised by high inflation and structural vulnerabilities in purchasing power parity, provides a critical context for examining how economic ...
Ebru Aydın, Şerif Yüksel
wiley +1 more source

