Results 71 to 80 of about 12,076 (257)
‘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
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
Una mirada a la planificación estratégica curricular
La presente investigación tiene como objetivo fundamental explorar la pla-nificación curricular de la educación formal en su devenir histórico a partir de las teorías curriculares y disciplinas auxiliares.
Yasmile Navarro Reyes +2 more
doaj
Abstract The practice of involving students in designing pedagogical resources, including gamified learning tools, is often underutilized. Traditionally, students are engaged in usability and efficacy testing of finalized learning tools, limiting their ability to shape the learning experience from inception.
Kristina Lisk, Judi Laprade
wiley +1 more source
Del marco curricular al plan de estudio 2022
Ángel Díaz-Barriga +9 more
openaire +1 more source
The MOOC forum, a transactional plan of curricular distribution
Le forum constitue un dispositif d’interaction de participants privilégié par les concepteurs de MOOCs (Massive Open Online Courses, c’est à dire Cours en Ligne Ouverts et Massifs). Si le forum en ligne est un objet de recherche depuis plus de dix ans, qu’il soit grand public ou spécifique à un contexte d’usage pédagogique, le forum de MOOC est quant à
openaire +1 more source
Abstract Active learning strategies enhance medical education by fostering self‐directed learning, communication, and problem‐solving skills. The paper puzzle, a game‐based learning approach, provides an engaging way to reinforce anatomical knowledge and promote collaboration.
Ricardo Tello‐Mendoza +6 more
wiley +1 more source
A gamified resource for learning anatomy terminology aids retention
Abstract A card game, “Hold your Nerve,” was developed to aid memorization of anatomy terminology in small‐group learning formats. Each of the 719 cards consisted of an anatomical term and its definition. To play, a student blindly holds a card so as to block the definition but display the term to the group, who must provide verbal/physical clues to ...
Eva M. Sweeney +3 more
wiley +1 more source
Abstract Active learning strategies, particularly game‐based learning (GBL), have been shown to enhance student engagement and knowledge acquisition across various educational contexts. This study investigates the impact of a GBL activity, “Medical Jargon,” for high school students learning anatomy and physiology while participating in the 2024 Summer ...
Andrew Bloh +4 more
wiley +1 more source

