Results 221 to 230 of about 729,226 (277)
ABSTRACT Immersive virtual reality (IVR) is widely promoted as a means of enriching learning in science, technology, engineering, arts and mathematics (STEAM), yet evidence of its capacity to foster equitable classroom experiences for marginalised groups remains limited, particularly outside traditional STEM domains.
Carly Waterhouse‐Boot +1 more
wiley +1 more source
Aggressive motivation mediates the influence of prosocial video game play on young children's aggressive behavior. [PDF]
Li Y, Deng T, Ngombe N, Kanske P.
europepmc +1 more source
Reflective Pathways: Integrating Empathy Into the STEM Student Experiences
ABSTRACT The growing demand for a globally competent STEM workforce showcases the importance of embedding empathy into undergraduate education. As a core dimension of global competence, empathy enables individuals to engage diverse perspectives and navigate collaborative challenges.
Aparajita Jaiswal +3 more
wiley +1 more source
ChatGPT in Educational Research: A Case Study of Graduate Students' Use and Ethical Perceptions
ABSTRACT The rise of generative AI, particularly ChatGPT, has transformed academic research, raising both opportunities and ethical concerns. This study examines how graduate students in the education field utilize ChatGPT and their ethical perceptions regarding its use.
Eunseon Lim, Hyunwoong Lee, Yeoran Choi
wiley +1 more source
The role of video game consumption habits in the relationship between gender and attitudes towards violence among adolescents. [PDF]
Sánchez-García J, Supervía PU.
europepmc +1 more source
Forecasting Count Data With Varying Dispersion: A Latent‐Variable Approach
ABSTRACT Count data, such as product sales and disease case counts, are common in business forecasting and many areas of science. Although the Poisson distribution is the best known model for such data, its use is severely limited by its assumption that the dispersion is a fixed function of the mean, which rarely holds in real‐world scenarios.
Easton Huch +3 more
wiley +1 more source
Performance of teenaged action video game players on the Developmental Eye Movement and King-Devick tests. [PDF]
Argilés M +4 more
europepmc +1 more source
ABSTRACT Despite the increasing application of digital technology in management practices, its implications for employee involvement and high involvement work systems (HIWSs) remain largely unexplored. Based on an in‐depth qualitative case study of Tencent—one of China's largest information technology companies—this article explores whether and in what
Wei Wei, Xiaolan Fu
wiley +1 more source
Comprehensive understanding of how diverse PGPR strains enhance the rhizosphere microenvironment remains a considerable challenge. Here, we provide experimental evidence that a functionally synergistic composite microbial formulation can markedly enhance growth performance and improve the quality attributes in Angelica sinensis.
Zongyu Zhang +13 more
wiley +1 more source
Promise‐Keeping Reputations in an Investment Game: An Experimental Investigation
ABSTRACT We design a controlled laboratory experiment to mitigate moral hazard problems in livestream shopping when sellers make promises to buyers. In our experiment, the promise‐keeping reputation mechanism allows sellers to send promises to buyers while buyers can observe the sellers' historical promise‐keeping records. Results demonstrate that bare
Ninghua Du, Qun Zhao
wiley +1 more source

