Results 201 to 210 of about 160,469 (261)
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
Research Is Needed on How Young European Children Use Digital Technology and Its Developmental Impact. [PDF]
Horowitz-Kraus T +6 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
Persona pedagogica in crisis: are educators becoming data custodians in the age of AI? [PDF]
Ambady A, K V T.
europepmc +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
An empirical study of exploring the predictors of university teachers' job satisfaction in Bangladesh: A structural equation modeling approach. [PDF]
Zebon MAH, Sattar A, Ahamed MS.
europepmc +1 more source
Canton Central School District and Canton Central School Teachers’ Association (2001) [PDF]
core +1 more source
Blended and digital approaches in histology and pathology teaching: A scoping review
Abstract Histology and pathology education is evolving, driven by the integration of digital microscopy with other technological advances. Gaining insight into the impact of this transition, while understanding the perspectives of both students and educators, is important for improving teaching practices. This includes mapping teaching methods, digital
Eleonora Nava +3 more
wiley +1 more source
Effects of gamification on EFL learning: a quasi-experimental study of reading proficiency and language enjoyment among Chinese undergraduates. [PDF]
Cheng J, Lu C, Xiao Q.
europepmc +1 more source

