Results 211 to 220 of about 58,596 (290)
Predicting Anxiety and Depression Based on Video Game Addiction with the Mediating Role of Social Support. [PDF]
Jahanbakhshi Z +4 more
europepmc +1 more source
Ngos' Contributions to Innovation: Innovation Enablers or Lead Innovators?
ABSTRACT This study explores how non‐governmental organisations (NGOs) engage with innovation processes. Drawing on a comparative case study of two NGOs working in water sustainability, the paper analyses NGO involvement across seven stages of the innovation process.
Maria Cristina Pietronudo +3 more
wiley +1 more source
A Randomized Controlled Trial of an Enhanced Version of a Cognitive-Behavioral Video Game Intervention Aimed at Promoting Active Aging: Assessments of Perceived Health and Healthy Lifestyle Habits at Pre- and Post-Intervention. [PDF]
Cotardo T +8 more
europepmc +1 more source
Creativity, collaboration and conformity: Curriculum making and teacher motivation
Abstract There is a teacher recruitment and retention crisis in England. There is a particular challenge in recruiting physical science teachers, with government targets for recruitment being missed for the last 10 years and a high proportion of physical science teachers leaving early in their careers.
Victoria Wong
wiley +1 more source
Connectivity in the Dorsal Visual Stream Is Enhanced in Action Video Game Players. [PDF]
Cahill K, Jordan T, Dhamala M.
europepmc +1 more source
Abstract Transnational guidelines on skills and competencies for lifelong learning, along with curriculum reforms to promote curriculum flexibility and autonomy in schools, are pressing teachers to be engaged in curriculum and pedagogical innovation focused on student‐centred approaches favourable to developing learner autonomy.
Thiago Freires +3 more
wiley +1 more source
Comparing conventional and action video game training in visual perceptual learning. [PDF]
Yeh MS, Li T, Huang J, Liu Z.
europepmc +1 more source

