Results 121 to 130 of about 107,577 (292)
Problem gambling and drinking among Finnish women
AIM - This qualitative study expands on female problem gambling by examining short online narratives written by Finnish women. Problem gambling is analysed within the familial context in order to discover gendered roles and practices, and in relation to ...
Järvinen-Tassopoulos Johanna
doaj +1 more source
Near-Optimal Algorithms for Online Matrix Prediction [PDF]
In several online prediction problems of recent interest the comparison class is composed of matrices with bounded entries. For example, in the online max-cut problem, the comparison class is matrices which represent cuts of a given graph and in online ...
Hazan, Elad +2 more
core +1 more source
Purpose To identify risk factors for pitcher injury during the 2023 inaugural pitch clock season and evaluate the relationship between pitcher injuries and changes in pitch pace between the 2022 and 2023 seasons. Methods Pitchers were included for analysis if they had ≥70 pitches recorded in the Major League Baseball Statcast dataset, in the 2022 and ...
Cody C. Ashy +5 more
wiley +1 more source
‘SOMS BrainSpace’: A digital serious game for undergraduate neuroscience
Abstract Neuroanatomy is challenging for many undergraduates, requiring strong visuospatial skills and a deep understanding of complex concepts. This study developed and evaluated SOMS BrainSpace, a digital serious game for neuroanatomy education, using a mixed methods approach.
Anthony Tran +3 more
wiley +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
JARINGAN KOMUNIKASI ANTAR MAHASISWA PEMAIN JUDI ONLINE DALAM APLIKASI HIGGS DOMINO DI KOTA MALANG [PDF]
The development of technology and information has enabled many aspects to be conducted digitally, leading to both positive and negative impacts for its users.
Harjuna, Ravel
core
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
Abstract Engaging students and fostering interactions can be a challenge in large enrollment, foundational‐level, undergraduate anatomy classes. Despite the active learning environment of the anatomy laboratory, students often struggle to find study partners or even speak to fellow learners in a large classroom.
Kristin Stover +2 more
wiley +1 more source
Increased internet accessibility has opened up opportunities for people to engage in various types of gaming, such as poker, online casinos, sports betting, and slot machines.
Akbar Rizki +2 more
doaj +1 more source
Summary: One of the most significant changes to the gambling environment in the past 15 years has been the increased availability of interactive or Internet gambling.
Sally Gainsbury
core

