Results 111 to 120 of about 1,204,996 (284)
‘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
A Message For You: a novel communication tool developed in response to the COVID-19 pandemic
Victoria Lyon +5 more
doaj +1 more source
Editorial: Practitioner Research in Higher Education, 1 (1) [PDF]
Welcome to Practitioner Research in Higher Education. The aim of the publication is to disseminate and debate practitioner research and evaluation in higher education.
Bloxham, Susan, Boyd, Pete
core +1 more source
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
Creativity in Mass-Education Contexts [PDF]
This paper discusses a learning framework (working title: ‘fog framework’) that has been developed in response to the challenge of teaching creative subjects in a mass-education context.
Anusas, M.
core
Determination of chlorite in water by resonance scattering spectrometry with Methylene blue
In CH3COONa-HCl buffer solution, ClO2- oxidizes excess I- to generate I3-, and I3- forms complex particles with positively charged methylene blue under electrostatic attraction, which enhances the resonance scattering intensity of the system.
HUANG Nianhua +4 more
doaj +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
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
Background The COVID-19 pandemic prompted a rapid shift towards virtual learning. As such, the annual Duke Elder Preparatory Course pivoted to an online format using innovative teaching methods. There is a lack of prior studies directly comparing virtual
Keya Jafari +4 more
doaj +1 more source
Simulation provides an environment in which students can work beyond their competence. Thus even junior medical students can ‘step into the role of a doctor’; to explore and gain more insight into their future role.
Niki Jakeways +2 more
doaj +1 more source

