Results 201 to 210 of about 9,447,405 (297)
Minimal virtual reality‐induced symptoms and effects in anatomy education across controller types
Abstract With the increasing adoption of virtual reality (VR) in anatomy education, understanding VR‐induced symptoms and effects (VRISE) is pivotal to effective curriculum design. To compare self‐reported VRISE across different VR controller types, the study included 199 responses from students aged 18–54, enrolled in visceral anatomy or neuroanatomy ...
Sharmeen Adnan +2 more
wiley +1 more source
The Closed Loop Between Parental Upbringing and Online Game Addiction: A Narrative Study of Rural Children's Growth in China. [PDF]
Bao K, Zhang X, Cai L.
europepmc +1 more source
Abstract Neuroanatomy is notoriously challenging due to its complexity and abstract spatial relationships, often evoking anxiety and frustration among learners. Educational escape rooms, a form of game‐based learning (GBL), can promote engagement and learning but typically require significant faculty time and resources to design.
Robert M. Becker +2 more
wiley +1 more source
An online game-based cognitive bias modification for interpretation (CBM-I) program to reduce fear during the COVID-19 pandemic: resilience as a moderator. [PDF]
Tsai WY, Zhou Y, Yu NX.
europepmc +1 more source
Learning beyond the lab: A gamified approach to anatomy education in a museum‐based experience
Abstract Anatomy education, traditionally rooted in descriptive instruction and cadaveric dissection, is undergoing a significant transformation through the integration of educational technologies and contemporary pedagogical strategies. Among these, active learning methodologies, such as gamified‐based learning, have emerged as approaches designed to ...
Wendell Nunes da Silva +3 more
wiley +1 more source
Guidelines for designing and implementing game‐based learning in comparative anatomy education
Abstract Game‐based learning (GBL) is increasingly used in health professions anatomy education to promote engagement, knowledge acquisition, collaboration, and application of knowledge. However, its application to comparative veterinary anatomy remains fragmented, with limited guidance on how games can be systematically designed around the specific ...
Arthur Chin Haeng Lau +1 more
wiley +1 more source
Abstract This review analyzed 241 scholarly articles published between 2010 and 2025 in information science venues to examine how affect shapes refugees' information behavior during forced migration and to identify additional contextual factors. It identifies seven affective dimensions: anxiety, shame and stigma, grief and loss, frustration, (mis)trust,
Maja Krtalić, Lilach Alon
wiley +1 more source
Abstract The issue of inequality caused by algorithms, termed ‘algorithmic inequality’, has recently attracted scholarly attention in many disciplines due to its profound implications for society. While the body of literature on algorithmic inequality has grown, there remains a lack of comprehensive understanding of its nature, drivers, and impact ...
Shiwei Jia, Jia Tina Du, Hui Yan
wiley +1 more source
Abstract User engagement (UE) has long been proposed as a holistic framework for understanding user‐technology interactions and a mediator for outcomes of digital technology use, such as learning, health behavior change, information acquisition, and social connectivity.
Heather L. O'Brien
wiley +1 more source

