Results 81 to 90 of about 7,089 (242)
ABSTRACT Participatory approaches such as inclusive research and co‐production are recognised as best practice in disability research and service design. These approaches promote inclusion and improve the relevance, quality, and impact of research and services.
Jacinta Oakley, Em Bould, Natasha Layton
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
BackgroundA need exists to increase our understanding of the association between maladaptive personality traits, psychopathological symptoms, game preference, and different types of video game use. In the present study, we used a person-centered approach
Alessandro Musetti +5 more
doaj +1 more source
Underlying Factors of Problematic Online Gaming Behavior: Age, Intensity, and Genre
Modern games offer rich user experiences through the inclusion of multimedia, increased mobile capabilities, high fidelity interfaces, and increased accessibility. Since games are integrated into a wide variety of environments, their effects on people’s lives may exhibit a myriad of difference and may sometimes lead to problems that project into real ...
Sendurur, Emine, Sendurur, Polat
openaire +2 more sources
Abstract Gamified teaching approaches are increasingly used in higher education, making it essential to examine the gameful experience resulting from interaction with educational game elements. This study aimed to evaluate undergraduate health science students' gamified learning experience using the Gamified Experience Measurement Scale in Education ...
David Martin‐Hidalgo +3 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
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
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
AI voice journaling for future language teachers: A path to well‐being through reflective practices
Abstract This study aimed to explore the perceived impact of using an AI‐powered voice journaling app in overcoming the challenges and stressors encountered by senior students enrolled in teaching practicum at an English Language Teaching Bachelor's programme.
Bora Demir, Duygu Özdemir
wiley +1 more source
Abstract This study explores the multifaceted dynamics of student sentiment towards artificial intelligence (AI)‐based education by integrating sentiment analysis techniques with statistical methods, including Monte Carlo simulations and decision tree modelling, alongside qualitative grounded theory analysis.
Volkan Duran +2 more
wiley +1 more source

