Results 91 to 100 of about 19,963 (271)
‘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
Evaluating an Internet Gaming Disorder Scale Using Mokken Scaling Analysis
Internet Gaming Disorder (IGD) was recently included as a condition for further study in the fifth and latest version of the Diagnostic and Statistical Manual of Mental Disorders.
Turi Reiten Finserås +5 more
doaj +1 more source
Abstract While gamified learning platforms show promise for engaging digital learners and promoting active learning, evidence of their effectiveness in predicting academic outcomes remains limited. This study examined how engagement patterns and incentives impact academic outcomes in a gamified environment to determine whether a formative question bank
Mohammad Aldalou +5 more
wiley +1 more source
Testing the Predictive Validity and Construct of Pathological Video Game Use
Three studies assessed the construct of pathological video game use and tested its predictive validity. Replicating previous research, Study 1 produced evidence of convergent validity in 8th and 9th graders (N = 607) classified as pathological gamers ...
Christopher L. Groves +3 more
doaj +1 more source
Betting shops and crime: is there a relationship? [PDF]
Gambling and its link with criminal activity is an area of growing research interest. Studies from various regions worldwide have suggested an association between criminal activity and easily accessible gambling, yet, despite growth in the commercial ...
Griffiths, MD
core
The relationship between childhood trauma and Internet gaming disorder among college students: A structural equation model [PDF]
open access journalBackground The aim of this study was to investigate the mechanisms of Internet gaming disorder (IGD) and the associated interaction effects of childhood trauma, depression and anxiety in college students. Methods Participants were
Chen, Li +15 more
core +3 more sources
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
Blended and digital approaches in histology and pathology teaching: A scoping review
Abstract Histology and pathology education is evolving, driven by the integration of digital microscopy with other technological advances. Gaining insight into the impact of this transition, while understanding the perspectives of both students and educators, is important for improving teaching practices. This includes mapping teaching methods, digital
Eleonora Nava +3 more
wiley +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
Promoting engagement in embryology through gamified student‐developed small group sessions
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

