Concept analysis defines serious games for youth health education
A nursing-science concept analysis based on 30 publications defines serious games in youth health education by their purposeful mechanics, health ...
A nursing-science concept analysis based on 30 publications defines serious games in youth health education by their purposeful mechanics, health ...
An expert-derived mixed-methods study organized 14 virtual escape room design components across pedagogical, learning experience design, technological and contextual dimensions.
A six-month Instagram-based sustainability course in Qatar led followers to report adopting habits such as avoiding single-use plastics, recycling, and ...
A new study finds that gamification boosts learners' intention to keep using MOOCs through two psychological pathways, goal commitment and ...
A study in SN Social Sciences finds that Kahoot-based instruction significantly improves learning outcomes, delayed retention, and engagement in middle ...
A systematic review of research from 2019 to 2025 identifies four major categories of instructional strategies used to teach mathematical ...
New research traces how educational gamification is evolving from instructor-controlled apps to persistent, student-built digital worlds that grow and evolve ...
A decade-long bibliometric analysis of 388 publications reveals that virtual reality dominates pediatric rehabilitation research while home-based and remote delivery ...
Researchers at the University of Extremadura built a virtual reality museum of Badajoz that raised primary students' heritage knowledge scores ...
A Spanish study of 416 primary school children found that a short CPR curriculum built on microlearning and gamification was ...
© 2025 Scienmag - Science Magazine
© 2025 Scienmag - Science Magazine