Results 181 to 190 of about 3,687 (254)

The playful citizen: An introduction

open access: yes
Glas, R.   +4 more
openaire   +2 more sources

Fostering Dialogue on AI Ethics and Biases Through an Issue‐Based Traveling Exhibition

open access: yesCurator: The Museum Journal, EarlyView.
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

InterPLAY: A Framework to Describe Play and STEM Engagement at Exhibits for Young Children

open access: yesCurator: The Museum Journal, EarlyView.
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

Children's and young people's perspectives on extended reality in paediatric rehabilitation: A qualitative study

open access: yesDevelopmental Medicine &Child Neurology, EarlyView.
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

Piloting an immersive virtual reality 3D self‐management education experience for adults with type 1 and type 2 diabetes mellitus: A qualitative study

open access: yesDiabetic Medicine, EarlyView.
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

TRIVIAL DENTAL: A Serious Board Game for Knowledge Consolidation in Dental Students Transitioning to Clinical Training

open access: yesEuropean Journal of Dental Education, EarlyView.
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

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