A scoping review of mental health counseling practices, challenges, and prospects in Ethiopia. [PDF]
Woldemichael A +4 more
europepmc +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
Sociodemographic influences on Student Mental Health and their association with activation-regulating functional impairments. [PDF]
Fraiwan M, Almomani F, Hammouri H.
europepmc +1 more source
Best case scenario: A case study of effective multi-agency working at Malvin's Close Primary School, Blyth [PDF]
core
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
Experiences of Trauma and PTSD Symptoms in Autistic Adolescents: Preliminary Findings. [PDF]
Lau-Zhu A +6 more
europepmc +1 more source
Multnomah County, Oregon School District No. 1 and Portland Association of Teachers, Oregon Education Association, National Education Association Addendum (1986) [PDF]
core +1 more source
Abstract Engaging students and fostering interactions can be a challenge in large enrollment, foundational‐level, undergraduate anatomy classes. Despite the active learning environment of the anatomy laboratory, students often struggle to find study partners or even speak to fellow learners in a large classroom.
Kristin Stover +2 more
wiley +1 more source
International consensus for the assessment of social cognition in neurocognitive disorders: framework definition and clinical recommendations of the SIGNATURE initiative. [PDF]
Dodich A +37 more
europepmc +1 more source
Abstract Game‐based learning (GBL) is increasingly used in medical education to supplement traditional didactic learning methods. Adult learners in particular may benefit from GBL, given the autonomous and iterative nature of a well‐designed educational game.
Thomas J. Paddock, Erin P. Fillmore
wiley +1 more source

