Results 91 to 100 of about 20,128 (287)
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
Diminished Frontal Theta Activity During Gaming in Young Adults With Internet Gaming Disorder
Cognitive control is essential for flexible, top-down, goal-directed behavior. Individuals with Internet gaming disorder (IGD) are characterized by impaired prefrontal cortex function and cognitive control.
Juri Kim +8 more
doaj +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
Acquisition, development, and maintenance of online poker playing in a student sample [PDF]
To date there has been very little empirical research into Internet gambling and none relating to the recent rise in popularity of online poker. Given that recent reports have claimed that students may be a vulnerable group, the aim of the current study ...
Griffiths, MD, Parke, J, Wood, RTA
core +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
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
Does size really matter: a review of the role of stake and prize levels in relation to gambling-related harm [PDF]
Regulatory and industry decisions influencing commercial gambling activities require clear understanding of the role that stakes and prizes play in the development and facilitation of gambling-related harm.
Parke, Adrian, Parke, Jonathan
core +2 more sources
Abstract Serious games are emerging as innovative tools in medical education, yet their adoption in anatomy teaching remains limited due to educator hesitancy, institutional constraints, and design challenges. This qualitative study explores the perspectives of anatomy educators on digital serious games and proposes a framework for their implementation.
Arthur Chin Haeng Lau, James Pickering
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
Personalised feedback in the promotion of responsible gambling: a brief overview [PDF]
Research into gambling has shown that irrational gambling-related cognitions linked to randomness and probabilities contribute to the initiation and maintenance of problematic gambling.
Auer, M, Griffiths, MD
core

