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Subjects: *GAMIFICATIONINDIA
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Source:
TechTrends: Linking Research & Practice to Improve Learning. Sep2021, Vol. 65 Issue 5, p750-759. 10p.
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Abstract:
Gamification is the application of game elements to non-game contexts. The process of gamification has been found ... Copyright of TechTrends: Linking Research & Practice to Improve Learning is the property of Springer Nature and its content may not ...
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Subjects: *MEDICAL students; *COVID-19 pandemic; *PROBLEM-based learningINDIA
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Source:
Pravara Medical Review. Jun2023, Vol. 15 Issue 2, p5-10. 6p.
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Abstract:
Background: Suspension of routine classroom teaching & clinics during COVID-19 pandemic posed a challenge for medical teachers. Online classes alone, during lockdown may fail to garner ... Copyright of Pravara Medical Review is the property of Pravara Institute of Medical Sciences and its content may not be copied or emailed to ...
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Subjects: *COVID-19; *Stay-at-home orders; Virus diseasesIndia
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Source:
Adhyayan: A Journal of Management Sciences. Jun2020, Vol. 10 Issue 1, p8-13. 6p.
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Abstract:
An invisible entity, through naked eyes, the Virus, the pandemic (as WHO puts it), named Covid19 (or Corona Virus Disease) has created an environment of ...
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Subjects: *COVID-19 pandemic; Student health; Digital technologyIndia
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Source:
Asia Pacific Journal of Health Management. 2023, Vol. 18 Issue 2, p1-7. 7p.
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Abstract:
COVID-19 has created enormous uncertainty into important parts of national and global society, including schools and institutions. This uncertainty had halted the normal functioning of ...
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