Results 191 to 200 of about 619,314 (359)
Abstract Health professions students often observe and practice alongside supervising health professionals during work‐integrated learning (WIL) to develop essential capabilities. While students may encounter practices they interpret as low‐value care during WIL, many hesitate to question or challenge these practices.
Melanie K. Farlie+7 more
wiley +1 more source
A Path Out: Using Video Games to Reduce Prejudice Towards Refugees. [PDF]
Cross L, Atherton G, Stiff C.
europepmc +1 more source
“She's a Waterfall”: Motion Aftereffect and Perceptual Design in Video Games Involving Virtual Musicianship [PDF]
Benjamin J. Dyson
openalex +1 more source
“Because everybody's different”: Co‐designing body donor program consent processes
Abstract While it is broadly accepted that body donation for anatomical education should rely on informed consent, consent processes vary substantially. Best practice guidelines for body donation are typically published by anatomical societies and may not reflect details valued by prospective donors or the educators and students who utilize donor ...
Georgina C. Stephens
wiley +1 more source
E-concussion? an investigation of the representation of head impact events and concussion within popular sport-based video games. [PDF]
Petrie FJ+5 more
europepmc +1 more source
Abstract Neuroanatomy is a crucial component of the physiotherapy curriculum, but its complexity can lead to “neurophobia” among students. Immersive virtual reality (IVR) offers an innovative alternative to traditional methods by providing interactive and realistic three‐dimensional images of neurological structures.
Paloma García‐Robles+5 more
wiley +1 more source
Study protocol for a randomized controlled clinical trial of a multifaceted cognitive training program using video games in childhood cancer survivors. [PDF]
González-Pérez C+8 more
europepmc +1 more source
Abstract Neuroanatomy education has evolved and improved over the years, driven by advances in technology that have led to the development of innovative interactive digital and immersive learning resources. While neuroanatomy educators have been keeping pace with and harnessing these technology advances, many medical students still struggle to apply ...
Eleni Patera+2 more
wiley +1 more source
‘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