Results 111 to 120 of about 668,018 (288)
Digital games and learning mathematics: Student, teacher and parent perspectives
The purpose of this study was to explore the potential use of digital games in learning mathematics at secondary school level in Malaysia. Three secondary school students, three mathematics teachers and three parents were interviewed in this study.
Su Ting Yong, Peter Gates, Ian Harrison
doaj +1 more source
ABSTRACT In order to reflect the actual production situation more comprehensively and optimize the production cost, this paper solves the short‐term scheduling optimization problem for a single pipeline containing high melting point crude oil. Based on the refining plan given by the upper layer, a multi‐objective optimization model with high melting ...
Jing Yao +5 more
wiley +1 more source
Rethinking brachycephaly: Anatomical implications and health considerations in lagomorphs
Abstract Brachycephaly in domestic rabbits is increasingly perceived by welfare organizations as associated with significant health complications, particularly oral pathologies. Despite this perception, comparative anatomical research into rabbit brachycephaly is limited compared to that of dogs and cats, compelling an in‐depth examination of its ...
Helaina Cressy +3 more
wiley +1 more source
Serious games and blended learning [PDF]
In medical education and health care, with its exponential growth in knowledge and increasing demands on the needed competencies of doctors, there is a need for new and more cost-effective training models.
Dankbaar MSc, M.E.W. (Mary)
core
Objective The purpose of this study was to determine the benefit of a behaviorally designed incentive program and glucocorticoid injections in reducing symptoms and promoting physical activity in patients with knee osteoarthritis (KOA). Methods This was a pragmatic, multisite, factorially designed, blinded, randomized clinical trial.
Joshua F. Baker +17 more
wiley +1 more source
‘SOMS BrainSpace’: A digital serious game for undergraduate neuroscience
Abstract Neuroanatomy is challenging for many undergraduates, requiring strong visuospatial skills and a deep understanding of complex concepts. This study developed and evaluated SOMS BrainSpace, a digital serious game for neuroanatomy education, using a mixed methods approach.
Anthony Tran +3 more
wiley +1 more source
Towards a Lightweight Approach for Modding Serious Educational Games: Assisting Novice Designers [PDF]
Serious educational games (SEGs) are a growing segment of the education community’s pedagogical toolbox. Effectively creating such games remains challenging, as teachers and industry trainers are content experts; typically they are not game designers ...
Brylow, Dennis +5 more
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

