Results 101 to 110 of about 9,199,400 (277)
Guidelines for designing and implementing game‐based learning in comparative anatomy education
Abstract Game‐based learning (GBL) is increasingly used in health professions anatomy education to promote engagement, knowledge acquisition, collaboration, and application of knowledge. However, its application to comparative veterinary anatomy remains fragmented, with limited guidance on how games can be systematically designed around the specific ...
Arthur Chin Haeng Lau +1 more
wiley +1 more source
Flowing in the net of disordered gaming: A network analysis approach
The experience of online flow, characterized by immersion and time distortion, may enhance gaming enjoyment but also contribute to disordered gaming patterns. The present paper examined online flow components and their associations with disordered gaming
Tyrone L. Burleigh +5 more
doaj +1 more source
Abstract User engagement (UE) has long been proposed as a holistic framework for understanding user‐technology interactions and a mediator for outcomes of digital technology use, such as learning, health behavior change, information acquisition, and social connectivity.
Heather L. O'Brien
wiley +1 more source
Background: Loneliness is a public health priority due to its high prevalence and impact on various health outcomes. It might be associated with problematic internet use that is highly prevalent in young adults.
Marta Błoch, Błażej Misiak
doaj +1 more source
When gaming can be non-problematic and healthy
The behaviours exhibited in online gaming today signify a change in meaning. Initially, games were merely entertainment, but now gaming is part of real life, with players becoming deeply involved and connected. This study explores how online games can be
Fanni Putri Diantina +2 more
doaj +1 more source
Reception Baseline Assessment and ‘small acts’ of micro‐resistance
Abstract In September 2021, following the global COVID‐19 pandemic, the Department for Education introduced a national standardised digital Reception Baseline Assessment (RBA) for all English 4‐year‐old children. We analyse RBA and its associated Quality Monitoring Visits, as a further intensification of the new public management of early years ...
Guy Roberts‐Holmes +2 more
wiley +1 more source
Adolescents with attachment anxiety can compensate via gaming for their unmet needs of closeness, reassurance, and emotion regulation. However, individual factors linking attachment anxiety to compensation via gaming are still unclear.
Camilla Gregorini +8 more
doaj +1 more source
Abstract Study‐abroad programs are increasingly adopted and supported by institutions and governments as a strategic tool for deepening internationalisation and public diplomacy through people‐to‐people, institution‐to‐institution and country‐to‐country connections.
Ly Thi Tran, Thinh Huynh
wiley +1 more source
Abstract The global teacher shortage continues to intensify, with disparate impacts across geographic and socio‐economic communities. In Queensland, Australia, where this study originates, post‐COVID teacher shortages have intensified workforce pressures, leaving several regional, rural and remote schools as some of the ‘hardest‐to‐staff’ in the ...
Matthew Readette +5 more
wiley +1 more source
Time spent on the Internet, problematic gaming and social media use among adolescents
Increased Internet use during the COVID-19 pandemic and the possibility of problematic usage patterns and associated disorders among adolescents has become an important research topic.
Sophia Berber +4 more
doaj +1 more source

