Results 61 to 70 of about 6,110,592 (347)
On the welfare cost of consumption fluctuations in the presence of memorable goods : [version october 17, 2013] [PDF]
We propose a new classification of consumption goods into nondurable goods, durable goods and a new class which we call “memorable” goods. A good is memorable if a consumer can draw current utility from its past consumption experience through memory.
Hai, Rong +2 more
core
An audio-visual approach to teaching the social aspects of sustainable product design [PDF]
This paper considers the impact of audio-visual resources in enabling students to develop an understanding of the social aspects of sustainable product design. Building on literature concerning the learning preferences of ‘Net Generation’ learners, three
Watkins, MA
core +2 more sources
King Aorta: Narrative anatomy education
Abstract The aim of this study was to investigate the effects of narrative anatomy education and traditional anatomy education on academic achievement. The study included 64 students who were randomly divided into two groups. The two groups were (n = 32) control (Group 1) and (n = 32) experimental (Group 2). The pretest scores of the two groups were 36.
Halil Yilmaz
wiley +1 more source
A Cross-cultural Investigation of Tourists’ Memorable Experiences between Two Nationalities
This study aims to make a cross-cultural investigation into tourists’ memorable experiences. A self-administrated survey was carried out between Turkish and British tourists visiting Didim, Turkey, in the summer of 2016.
Gökhan Ayazlar, Reyhan Arslan Ayazlar
doaj +1 more source
Themed public celebrations, known as festivals, that explore and promote different aspects of local culture contribute significantly to the economic and social well-being of regions.
Vidya Patwardhan +3 more
doaj +1 more source
Abstract Game‐based learning (GBL) is increasingly used in medical education to supplement traditional didactic learning methods. Adult learners in particular may benefit from GBL, given the autonomous and iterative nature of a well‐designed educational game.
Thomas J. Paddock, Erin P. Fillmore
wiley +1 more source
This study tests a new model for memorable nature-based tourism experiences by examining the effects of novelty, experiencescape, experience co-creation, experience intensification and satisfaction.
Erose Sthapit +2 more
semanticscholar +1 more source
Moving beyond neurophobia to cultivate the neuroquisitive learner
Abstract “Neurophobia,” a pervasive fear of the neurological sciences, poses a significant barrier in medical education, affecting learners and physicians worldwide. Its consequences are far‐reaching, contributing to a limited neurology workforce and diminished confidence among non‐specialists in managing neurological conditions.
Joanna R. Appel +1 more
wiley +1 more source
SpartanAnatomy.org: Evaluating a new interactive neuroradiology tool for early medical education
Abstract Teaching neuroanatomy through the lens of magnetic resonance imaging (MRI) offers medical students a strong foundation for success. However, many existing MRI learning resources lack interactivity and user‐friendliness, require payment, or include an overwhelming number of labeled structures.
Halie Kerver +3 more
wiley +1 more source
COMPONENTS OF MEMORABLE GASTRONOMIC EXPERIENCE AND THEIR EFFECTS ON VISITOR SATISFACTION [PDF]
The significance of gastronomy in shaping tourism experiences has been extensively documented. Memories of gastronomic experiences are now considered to be of crucial importance in tourists' cognitive, affective and behavioral evaluations.
Sedat BÜTÜN*, Sibel ÖNÇEL
doaj +1 more source

