Results 181 to 190 of about 3,687 (254)
Educational escape game in emergency medicine: what criteria are needed to increase satisfaction: a focus group study. [PDF]
Freyer AC +5 more
europepmc +1 more source
Fostering Dialogue on AI Ethics and Biases Through an Issue‐Based Traveling Exhibition
ABSTRACT Discriminatory algorithms, unauthorized data use, and environmental costs show how artificial intelligence (AI) advancements are tied to larger sociopolitical issues. Through the design and pilot study of AI Dilemmas, an issue‐based traveling exhibition, this qualitative case study explores fostering dialogue on such complex scientific ...
Dagmar Mercedes Heeg, Lucy Avraamidou
wiley +1 more source
Embodied engagement: fostering caring thinking in a multimodal singing-based learning environment for refugee children. [PDF]
Mohammadhosseini M, Schmid S.
europepmc +1 more source
InterPLAY: A Framework to Describe Play and STEM Engagement at Exhibits for Young Children
ABSTRACT Play‐based STEM learning at exhibits is a feature of children's museums and science centers; yet little is known about how these exhibits support young children's STEM engagement. This study developed and tested the interPLAY Framework to describe play‐based STEM engagement at exhibits for young children.
Kelly L. Hoke +4 more
wiley +1 more source
How does playfulness (re)frame the world? Evidence for selective cognitive and behavioral redirecting in times of adversity. [PDF]
Shen X, Crawley Z.
europepmc +1 more source
Aim To explore children's and young people's experiences with extended reality (XR) in rehabilitation, their perceptions of its benefits and challenges, and their visions for its future integration. Method A qualitative, interpretive, descriptive study was conducted using semi‐structured interviews and focus groups with children and young people who ...
Jéromine Hervo +8 more
wiley +1 more source
Ruminations Regarding Characteristics of Quintessential Adult Communicative Play. [PDF]
Greene JO.
europepmc +1 more source
Abstract Aims Diabetes is a condition of global concern that can be mitigated through self‐management education. Virtual reality (VR) technology offers an immersive and interactive approach. It may promote self‐care and access to healthcare information.
Marion A. Waite +6 more
wiley +1 more source
ABSTRACT Introduction The transition from preclinical education to clinical training represents a critical stage in dental curricula, requiring students to consolidate theoretical knowledge while preparing for clinical decision‐making. In this context, serious games have emerged as an innovative approach to promote active and collaborative learning ...
Vanessa‐Tévy Hansotte +4 more
wiley +1 more source

