Results 141 to 150 of about 1,538,272 (293)
The Zoom Picture Book Game: A Creative Way to Promote Teamwork in Undergraduate Medical Education. [PDF]
Zhang XC +4 more
europepmc +1 more source
Production of 3D printed biomodels of the canine brain for veterinary neuroanatomy teaching
Abstract Teaching neuroanatomy presents multiple challenges to both students and teachers, as it is a subject with highly dense content that commonly causes the development of aversion by students, a phenomenon referred to as “neurophobia,” which has been documented in human and veterinary medicine students.
João Victor Barbosa Tenório Fireman +1 more
wiley +1 more source
Abstract The topics of ethics and professionalism in anatomy have only recently gained prominence within the discipline, reflecting trends in medical and health professions education and an increasing awareness of societal expectations around the use of the dead.
Jon Cornwall +2 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
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
Immersive virtual reality as a teaching tool in neuroanatomy: A scoping review
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
Abstract Many theories of human information behavior (HIB) assume that information objects are in text document format. This paper argues four important HIB theories are insufficient for describing users' search strategies for data because of assumptions about the attributes of objects that users seek.
Anthony J. Million +3 more
wiley +1 more source
Abstract Language is a major source of systemic inequities in science, particularly among scholars whose first language is not English. Studies have examined scientists' linguistic practices in specific contexts; few, however, have provided a global analysis of multilingualism in science. Using two major bibliometric databases (OpenAlex and Dimensions),
Carolina Pradier +2 more
wiley +1 more source
Abstract ChatGPT and related technologies have revived an old issue in information science (IS) concerning information retrieval (IR) versus document retrieval. Since 1950, the term IR has primarily been used as a misnomer for document retrieval. This problematic terminology reflects a desire to go beyond documents and provide, in response to user ...
Birger Hjørland
wiley +1 more source
Immersive reality capabilities of relieving hiraeth
Abstract Understanding how immersive experiences foster a sense of presence sufficient to rival real‐world experiences remains an open research area. Prior work has largely examined episodic memory recall in simulated environments, but less is known about how immersive technologies can reconnect individuals with personal memories.
Erica Mi, Fred Fonseca
wiley +1 more source

