Results 131 to 140 of about 107,577 (292)

Defining the ‘online gambler’: the British perspective [PDF]

open access: yes, 2011
The UK 2010 Gambling Prevalence Study (GPS), published on 15 February, has shown that there are many different types of attitudes and behaviours towards gambling. What an ‘online gambler’ is in reality is difficult to ascertain as many factors need to be
Griffiths, MD, Wardle, H
core  

Game‐based learning for undergraduate consolidation: A qualitative study of how game‐based learning provides much more than knowledge acquisition

open access: yesAnatomical Sciences Education, EarlyView.
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

Beyond Kahoot! Reflections and guidelines from a serial gamifying educator on when and how to effectively use games and game elements in anatomical education

open access: yesAnatomical Sciences Education, EarlyView.
Abstract According to Nietzsche, “In every real [adult], a child is hidden that wants to play.” In everyday life, playfulness and competition can make routine or dull tasks more engaging and can offer educators opportunities to engage a learner in a more entertaining or interactive manner.
Judi Laprade
wiley   +1 more source

The perception and impact of gambling among college students in Slovakia

open access: yesEntrepreneurship and Sustainability Issues
Gambling behavior among college students is a complex phenomenon influenced by social environment, self-regulation skills, and the availability of online platforms. This article examines how students perceive the presence of gambling in their environment,
Michal Varmus   +3 more
doaj   +1 more source

Novel application of gamification to support undergraduate anatomy: Student perceptions and performance

open access: yesAnatomical Sciences Education, EarlyView.
Abstract Anatomy is a foundational component of various medical and paramedical disciplines. Existing research has suggested that games or game elements can improve student interest in musculoskeletal (MSK) anatomy. This project builds on previous gamification and serious game work and incorporates new anatomy‐based games into undergraduate anatomy ...
Emmeline Berger   +2 more
wiley   +1 more source

Individual risk factors and prediction of gambling disorder in online sports bettors - the longitudinal RIGAB study

open access: yesFrontiers in Psychiatry
IntroductionWhile research in online sports betting is dominated by studies using objective player tracking data from providers to identify risky gambling behavior, basicresearch has identified various putative individual risk factors assumed to underlie
Theresa Wirkus   +6 more
doaj   +1 more source

Promoting engagement in embryology through gamified student‐developed small group sessions

open access: yesAnatomical Sciences Education, EarlyView.
Abstract Learning embryology is often challenging for students as it requires conceptualizing morphological changes to embryologic structures across time. To further complicate the process, while some structures transition to permanent structures, others disappear or degenerate.
Jessica N. Byram   +2 more
wiley   +1 more source

Limit setting and player choice in most intense online gamblers: an empirical study of online gambling behaviour [PDF]

open access: yes, 2013
Social responsibility in gambling has become a major issue for the gaming industry. The possibility for online gamblers to set voluntary time and money limits is a social responsibility practice that is now widespread among online gaming operators.
Auer, M, Griffiths, MD
core  

Immersive virtual reality as a teaching tool in neuroanatomy: A scoping review

open access: yesAnatomical Sciences Education, EarlyView.
Abstract Basic core courses in various undergraduate programs, such as neuroanatomy, pose a challenge for students due to the large volume and complexity of the content. In this context, educational technologies such as immersive virtual reality (IVR), which allow students to actively interact with learning materials, offer a complementary pedagogical ...
Nathálya Gardênia de Holanda Marinho Nogueira   +7 more
wiley   +1 more source

Pengaruh Faktor Sosial terhadap Intensi Bermain Judi Online: Peran Moderasi Kecerdasan Emosional

open access: yesJurnal Sosial Humaniora
This study investigates the prevalence of online gambling and its significant impact on individuals, with many falling victims to its addictive nature.
Sadikin Sadikin
doaj   +1 more source

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