Results 211 to 220 of about 216,684 (299)

Innovative educational technology for visually impaired learners using a 3D-Printed foot reflexology robot. [PDF]

open access: yesMethodsX
Nabudda K   +5 more
europepmc   +1 more source

Long Noncoding RNA H19 Mediates STAT3‐Dependent Activation of Keratinocytes and Fibroblasts in Systemic Sclerosis Skin

open access: yesArthritis &Rheumatology, EarlyView.
Objective Dermal systemic sclerosis (SSc) fibroblasts and their exosomes can activate keratinocytes in SSc, with long noncoding RNA (lncRNA) H19 highlighted as the most up‐regulated RNA in their cargo compared with healthy controls (HCs). The role of H19 in SSc pathogenesis has never been investigated.
Begoña Caballero‐Ruiz   +3 more
wiley   +1 more source

Body donor programs in Australia and New Zealand: Current status and future opportunities

open access: yesAnatomical Sciences Education, Volume 18, Issue 3, Page 301-328, March 2025.
Abstract Body donation is critical to anatomy study in Australia and New Zealand. Annually, more than 10,000 students, anatomists, researchers, and clinicians access tissue donated by local consented donors through university‐based body donation programs. However, little research has been published about their operations.
Rebekah A. Jenkin, Kevin A. Keay
wiley   +1 more source

‘SOMS BrainSpace’: A digital serious game for undergraduate neuroscience

open access: yesAnatomical Sciences Education, EarlyView.
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

Students as partners: A novel approach to developing a gamified anatomical learning toolkit using design thinking principles

open access: yesAnatomical Sciences Education, EarlyView.
Abstract The practice of involving students in designing pedagogical resources, including gamified learning tools, is often underutilized. Traditionally, students are engaged in usability and efficacy testing of finalized learning tools, limiting their ability to shape the learning experience from inception.
Kristina Lisk, Judi Laprade
wiley   +1 more source

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