Results 101 to 110 of about 67,486 (240)
Analysis of physical activity, online gaming addiction, and nutritional status of students at Sekolah Menengah Pertama Negeri 4 and 18 in Pontianak City Adolescent obesity is increasing in line with low physical activity levels and the high prevalence ...
Fikri Akifa Permana +2 more
doaj +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
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
Model Intervensi Kolaboratif Orang Tua–Guru Dalam Pencegahan Kecanduan Game Online Pada Siswa
Online gaming addiction among elementary school students has become a problem that affects their academic performance and discipline. This study aims to analyze the application of a collaborative intervention model between parents and teachers in ...
Fira Yuniar +2 more
doaj +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
Reception Baseline Assessment and ‘small acts’ of micro‐resistance
Abstract In September 2021, following the global COVID‐19 pandemic, the Department for Education introduced a national standardised digital Reception Baseline Assessment (RBA) for all English 4‐year‐old children. We analyse RBA and its associated Quality Monitoring Visits, as a further intensification of the new public management of early years ...
Guy Roberts‐Holmes +2 more
wiley +1 more source
Academic Stress and Nomophobia: Their Impact on Online Gaming Intensity on college students
Online gaming is a common problem among adolescents across various countries, often serving as an escape or distraction from academic stress and nomophobia.
Hadia Putri +2 more
doaj +1 more source
Abstract This study explores the multifaceted dynamics of student sentiment towards artificial intelligence (AI)‐based education by integrating sentiment analysis techniques with statistical methods, including Monte Carlo simulations and decision tree modelling, alongside qualitative grounded theory analysis.
Volkan Duran +2 more
wiley +1 more source
The Relationship of Experiential Avoidance, Familial Emotional Atmosphere and Self-Control with Online Gaming Addiction in Bachelor Student of Shahid Chamran University of Ahvaz [PDF]
Background and Objectives: online game addiction is considered as a compulsive, excessive, uncontrollable and destructive physical and psychological behavior.
Arash Zandipayam +2 more
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