Results 111 to 120 of about 1,481,804 (297)

A Conceptual Teacher-Learner Model for a Collaborative Learning with Serious Games

open access: yes, 2012
This paper introduces a conceptual Teacher-Learner framework for a collaborative learning with serious games. An initial study identified twelve attributes of educational serious games that can be used to support effective learning.
Yusoff, Amri   +3 more
core   +1 more source

Guidelines for an effective design of serious games

open access: yes, 2014
There is an increasing awareness about the potential of serious games for education and training in many disciplines. However, research still witnesses a lack of methodologies, guidelines and best practices on how to develop effective serious games and ...
Chiara Eva Catalano   +2 more
core   +1 more source

Dissecting the dissection laboratory: Elements for designing a human anatomy laboratory

open access: yesAnatomical Sciences Education, EarlyView.
Abstract The human anatomy dissection laboratory is a critical component of anatomical and medical education. Development, maintenance, and stocking of these laboratory spaces have unique demands, with all of the challenges in running a laboratory with Biosafety Laboratory Level 2 (BSL‐2) classification, housing a large volume of tissues saturated with
Rhiannon E. Robinson   +13 more
wiley   +1 more source

Factors driving and influencing the development of serious games

open access: yes, 2016
There are a large variety of serious games aimed at infusing knowledge into both teams and organizations. Some games aims at supporting the team in a given project or development process, whereas others aim at widening the knowledge, skills and ...
Louise Møller   +3 more
core   +1 more source

Clues and cortices: A pilot study of efficient, low‐cost neuroanatomy escape room design using generative AI

open access: yesAnatomical Sciences Education, EarlyView.
Abstract Neuroanatomy is notoriously challenging due to its complexity and abstract spatial relationships, often evoking anxiety and frustration among learners. Educational escape rooms, a form of game‐based learning (GBL), can promote engagement and learning but typically require significant faculty time and resources to design.
Robert M. Becker   +2 more
wiley   +1 more source

Learning beyond the lab: A gamified approach to anatomy education in a museum‐based experience

open access: yesAnatomical Sciences Education, EarlyView.
Abstract Anatomy education, traditionally rooted in descriptive instruction and cadaveric dissection, is undergoing a significant transformation through the integration of educational technologies and contemporary pedagogical strategies. Among these, active learning methodologies, such as gamified‐based learning, have emerged as approaches designed to ...
Wendell Nunes da Silva   +3 more
wiley   +1 more source

Editorial: Serious Games [PDF]

open access: yesFrontiers in Computer Science, 2021
Carlos Vaz de Carvalho   +3 more
openaire   +3 more sources

Guidelines for designing and implementing game‐based learning in comparative anatomy education

open access: yesAnatomical Sciences Education, EarlyView.
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

Game elements improve affect and motivation in a learning task

open access: yesInternational Journal of Serious Games
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

Affective dimensions in the information behavior of forcibly displaced people: A literature review. An Annual Review of Information Science and Technology (ARIST) paper

open access: yesJournal of the Association for Information Science and Technology, EarlyView.
Abstract This review analyzed 241 scholarly articles published between 2010 and 2025 in information science venues to examine how affect shapes refugees' information behavior during forced migration and to identify additional contextual factors. It identifies seven affective dimensions: anxiety, shame and stigma, grief and loss, frustration, (mis)trust,
Maja Krtalić, Lilach Alon
wiley   +1 more source

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