29 results on '"Haruna, Hussein"'
Search Results
2. A Comparative Analysis of Gamified and Non-gamified Interventions’ Effectiveness in Teaching Adolescent Students About Healthy Sexual Practices in Tanzania
3. Improving Instruction and Sexual Health Literacy with Serious Games and Gamification Interventions: An Outlook to Students' Learning Outcomes and Gender Differences
4. Students' Evaluations of Teachers and Recommendation Based on Course Structure or Teaching Approaches: An Empirical Study Based on the Institutional Dataset of Student Opinion Survey
5. Research Ethics Dilemma in Higher Education: Impact of Internet Access, Ethical Controls, and Teaching Factors on Student Plagiarism
6. Enhancing Instructional Outcomes with a Serious Gamified System: A Qualitative Investigation of Student Perceptions
7. Literacy in the New Norm: Stay-Home Game Plan for Parents
8. An iterative process for developing digital gamified sexual health education for adolescent students in low-tech settings
9. The effects of gamified flipped instruction on learner performance and need satisfaction : A study in a low-tech setting
10. The role of gamified e-quizzes on student learning and engagement: An interactive gamification solution for a formative assessment system
11. A systematic review of flipped classroom empirical evidence from different fields: what are the gaps and future trends?
12. Understanding Sociodemographic Factors and Reasons Associated with COVID-19 Vaccination Hesitance among Adults in Tanzania: A Mixed-Method Approach
13. International Trends in Designing Electronic Health Information Literacy for Health Sciences Students: A Systematic Review of the Literature
14. Health Information Needs and Reliability of Sources Among Nondegree Health Sciences Students: A Prerequisite for Designing eHealth Literacy
15. Health Libraries and Information Services in Tanzania: A Strategic Assessment
16. Building the Capacity of African Health Sciences Librarians in the Development and Conduct of Systematic Reviews
17. International trends in health science librarianship part 13: Southern Africa (South Africa, Tanzania and Zimbabwe)
18. Improving instruction and sexual health literacy with serious games and gamification interventions: an outlook to students’ learning outcomes and gender differences
19. Elements of students’ expectation towards teacher-student research collaboration in higher education
20. Social-Cultural and Technological Impact of Gamifying Sexual Health Instruction for Digital-Savvy Adolescent Generation in a Low-Tech Setting: Quasi-Experimental Design (Preprint)
21. Gamifying Sexual Education for Adolescents in a Low-Tech Setting: A Quasi-Experimental Design (Preprint)
22. Oral abstracts of the 10th IAS Conference on HIV Science, 21‐24 July 2019, Mexico City, Mexico
23. Gamifying Sexual Education for Adolescents in a Low-Tech Setting: Quasi-Experimental Design Study.
24. Initial Validation of the MAKE Framework: A Comprehensive Instrument for Evaluating the Efficacy of Game-Based Learning and Gamification in Adolescent Sexual Health Literacy
25. Improving Sexual Health Education Programs for Adolescent Students through Game-Based Learning and Gamification
26. Adolescent School-Based Sexual Health Education and Training: A Literature Review on Teaching and Learning Strategies
27. Health Libraries and Information Services in Tanzania: A Strategic Assessment
28. Practices of Locating Health Information in an Electronic Environment: Reflections on Conducted Health Information Skills Training
29. Improving sexual health education for adolescent students using game-based learning and gamification
Catalog
Books, media, physical & digital resources
Discovery Service for Jio Institute Digital Library
For full access to our library's resources, please sign in.