Results 91 to 100 of about 30,686 (246)
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
Game elements improve affect and motivation in a learning task
Earlier studies repeatedly showed increased learner motivation due to game elements, while overall cognitive effects on learning outcomes were absent.
Stefan Huber +4 more
doaj +1 more source
Abstract According to Nietzsche, “In every real [adult], a child is hidden that wants to play.” In everyday life, playfulness and competition can make routine or dull tasks more engaging and can offer educators opportunities to engage a learner in a more entertaining or interactive manner.
Judi Laprade
wiley +1 more source
Serious games in Science and Mathematics Education: a scoping umbrella review
Many studies focused on reviewing the use of serious games as part of Science and Mathematics Education. While previous reviews focused on various educational levels and subjects, narrowing the scope to Science and Mathematics Education provides more ...
Ayaz Karimov +2 more
doaj +1 more source
Abstract Anatomy is a foundational component of various medical and paramedical disciplines. Existing research has suggested that games or game elements can improve student interest in musculoskeletal (MSK) anatomy. This project builds on previous gamification and serious game work and incorporates new anatomy‐based games into undergraduate anatomy ...
Emmeline Berger +2 more
wiley +1 more source
A Bird Matching Game: Difficulty, Rewards and Intrinsic Motivation
In this study the effects of several variables on intrinsic motivation and in-game progression are tested in a serious game that matches bird pictures to names. The first variables are ‘pointification’ rewards (badges and points) and educational rewards
Janne +3 more
doaj +1 more source
Promoting engagement in embryology through gamified student‐developed small group sessions
Abstract Learning embryology is often challenging for students as it requires conceptualizing morphological changes to embryologic structures across time. To further complicate the process, while some structures transition to permanent structures, others disappear or degenerate.
Jessica N. Byram +2 more
wiley +1 more source
NeuroTwister: Gamified learning to teach cross‐sectional neuroanatomy to medical students
Abstract Neuroscience is a required course in many health professions curricula, but with it often comes neurophobia, the fear or difficulty that students experience when attempting to learn neuroscience. Traditional teaching methods in neuroanatomy may contribute to cognitive overload and stress, reinforcing the notion that neuroanatomy is ...
Cameron B. Jeter +3 more
wiley +1 more source
Cost–benefit analysis of screening programme for diabetic retinopathy in Bulgaria
Aims Late‐diagnosed diabetic retinopathy (DR) is difficult and expensive to treat. Screening programmes can identify the disease early and reduce the costs of its future treatment. This study aims to analyse the cost–benefit of screening programmes for DR.
Iva Nenkova +5 more
wiley +1 more source
Zuranolone: A case study in (regulatory) rush to judgement?
Abstract Sage, in collaboration with Biogen, submitted a new drug approval for zuranolone for postpartum depression (PPD) and major depressive disorder (MDD) in December 2022. In August 2023, the US Food and Drug Administration granted approval for PPD but denied approval for MDD.
Lisa Cosgrove +4 more
wiley +1 more source

