Results 181 to 190 of about 327,145 (313)
From Theory to Practice: Serious Game Education in Singapore and Canada. [PDF]
Kapralos B, Rai B.
europepmc +1 more source
The EU's Strategy for Sustainability: A Landmark Turn With the European Green Deal?
ABSTRACT While the European Green Deal (EGD) has been widely recognized as a milestone in the EU's sustainability strategy, scholars disagree on the nature of the policy change it represents. Critics highlight its limited social and environmental ambitions, despite its portrayal as a “man on the moon” moment.
Ekaterina Domorenok, Franco Gatti
wiley +1 more source
Increasing Vaccination Awareness for Italian Primary Care Pediatricians: Game Design and Usability Study. [PDF]
Marchetti F +5 more
europepmc +1 more source
Abstract Objective To evaluate the efficacy of vagus nerve stimulation (VNS) as an adjunctive treatment in pediatric patients with treatment‐resistant epilepsy during the transition to adolescence. Methods We performed a retrospective cohort study of 30 children (ages 2–18 years) with medication‐resistant epilepsy who underwent VNS implantation between
Jonadab dos Santos Silva +4 more
wiley +1 more source
Print, Play, and Learn: Cataloging Card and Board Games for Medical Education From 1980 to 2025. [PDF]
Cosimini M +7 more
europepmc +1 more source
Abstract Objective To define and articulate research priorities in epilepsy identified by the European Reference Network for Rare and Complex Epilepsies (ERN EpiCARE), addressing key unmet needs across the spectrum of rare and complex epilepsies. Methods This position paper was developed through a structured collaborative process involving patient ...
Sébile Tchaicha +27 more
wiley +1 more source
Perceived Stress, Loneliness, and Resilience in Relation to Game Addiction Among Adolescents in Bangkok During the COVID-19 Pandemic Transition Period. [PDF]
Attasara P, Thaweekoon T, Napa W.
europepmc +1 more source
ABSTRACT Immersive virtual reality (IVR) is widely promoted as a means of enriching learning in science, technology, engineering, arts and mathematics (STEAM), yet evidence of its capacity to foster equitable classroom experiences for marginalised groups remains limited, particularly outside traditional STEM domains.
Carly Waterhouse‐Boot +1 more
wiley +1 more source

