Results 171 to 180 of about 454,759 (354)
‘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
Four-dimensional geometry applied to video game design
This project aimed to develop and evaluate "Realm Paradox," a video game designed to introduce the concept of the 4th dimension to a broad audience. The game had educational components and went through a rigorous playtesting procedure to see how well it will help players better grasp the fourth dimension.
openaire +1 more source
Abstract Active learning strategies enhance medical education by fostering self‐directed learning, communication, and problem‐solving skills. The paper puzzle, a game‐based learning approach, provides an engaging way to reinforce anatomical knowledge and promote collaboration.
Ricardo Tello‐Mendoza +6 more
wiley +1 more source
Design Justice - Accessibility in Video Game Design
This is a coursework for INM317 Design Justice module (2024-2025), MSc Human-Computer Interaction Design, City, St George's, University of London, led by Dr Ernesto Priego.This fanzine explores injustice in video game accessibility. It uses a personal example from the author's family and discusses the barriers people with disabilities face when gaming.
openaire +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
May I continue or should I stop? the effects of regulatory focus and message framings on video game players’ self-control [PDF]
Two types of motivations exist in terms of regulatory focus: a promotion orientation concerned with advancement and achievement and a prevention orientation concerned with safety and security.
Ho, Shu-Hsun +2 more
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
Game Design Document Format For Video Games With Passive Dynamic Difficulty Adjustment
Pratama Wirya Atmaja +2 more
openalex +2 more sources
Production of 3D printed biomodels of the canine brain for veterinary neuroanatomy teaching
Abstract Teaching neuroanatomy presents multiple challenges to both students and teachers, as it is a subject with highly dense content that commonly causes the development of aversion by students, a phenomenon referred to as “neurophobia,” which has been documented in human and veterinary medicine students.
João Victor Barbosa Tenório Fireman +1 more
wiley +1 more source
The Design of Video games in the implementation of Malay Language Learning Among Foreign Students in an Institution of Higher Learning [PDF]
Fuziah Rosman +3 more
openalex

