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Sarah MacIsaac; Shirley Gray; Maria José Camacho-Miñano; Emma Rich; Kristiina Kumpulainen – Health Education Journal, 2024
Objective: This paper forms part of a DigihealthPE project in which we have been working with physical education (PE) teachers to co-create critical and embodied digital health pedagogies. As part of the project, we invited PE teachers to mind map their personal engagements with digital health technologies. We aimed to explore the potential…
Descriptors: Foreign Countries, Physical Education Teachers, Health Education, Technology Uses in Education
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Sandra I. Sobel; John Dube – Advances in Physiology Education, 2024
Rates of obesity continue to rise in the United States and across the globe. Obesity is a risk factor for developing insulin resistance, type 2 diabetes, and cardiovascular disease. For clinicians, other health care providers, and educators, providing patients with accurate and meaningful information about obesity, including lifestyle (diet and…
Descriptors: Social Media, Obesity, Health Education, Handheld Devices
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Linxuan Zhao; Dragan Gaševic; Zachari Swiecki; Yuheng Li; Jionghao Lin; Lele Sha; Lixiang Yan; Riordan Alfredo; Xinyu Li; Roberto Martinez-Maldonado – British Journal of Educational Technology, 2024
Effective collaboration and teamwork skills are critical in high-risk sectors, as deficiencies in these areas can result in injuries and risk of death. To foster the growth of these vital skills, immersive learning spaces have been created to simulate real-world scenarios, enabling students to safely improve their teamwork abilities. In such…
Descriptors: Automation, Transcripts (Written Records), Coding, Teamwork
Rachel E. Holm – ProQuest LLC, 2024
As online programs grow, so should attempts to create a better virtual asynchronous learning experience. The purpose of this study was to examine the impact of video-based online learning activities in increasing components of social, teaching, and cognitive presence, among interprofessional healthcare students of various age groups. Studying this…
Descriptors: Electronic Learning, Computer Assisted Instruction, Video Technology, Cognitive Processes
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Aysha Jawed; Anna Hogan – American Journal of Health Education, 2024
Background: Tobacco use and dependence alongside environmental tobacco exposure collectively form a leading cause of morbidity and mortality for the global population. Several clinical and public health interventions have sought to address this growing epidemic on both micro and macro levels. One national campaign, "Tips From Former…
Descriptors: Smoking, Health Education, Social Media, Video Technology
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Erhan Elmaoglu; Adnan Batuhan Coskun; Selda Yüzer Alsaç – American Journal of Health Education, 2024
Recent years have seen growing interest in the potential contributions of Artificial Intelligence (AI)-based technologies to children's health education. Specifically, ChatGPT, a language processing model developed by OpenAI, represents a significant advancement in this field. By presenting child health-related information in an understandable and…
Descriptors: Artificial Intelligence, Health Education, Educational Technology, Barriers
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J. T. McKeever; L. E. Runceanu – Physical Education and Sport Pedagogy, 2024
Background: Combining Game-Based Approaches, video feedback, and debate of ideas "(débat d'idées)" constitutes an emerging field within pedagogical literature in Physical and Health Education. Nevertheless, more work is needed to understand how this digital tool can be effectively integrated into the teaching and learning process.…
Descriptors: Educational Games, Video Technology, Visual Aids, Student Centered Learning
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Hacer Efe; Ünsal Umdu Topsakal – Interactive Learning Environments, 2024
Interactive learning environments are new generation learning environments that support the use of technology in education. The most popular and most entertaining of these technological learning environments are digital games. Within the scope of the study, digital games and health education related keywords were searched in ProQuest, Web of…
Descriptors: Interaction, Educational Technology, Video Games, Health Education
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Maarya Akmal; Rania Sophia Lateef; Michael J. Wolyniak; Walter Orenstein – American Journal of Health Education, 2024
Background: Despite the overwhelming benefits of vaccinations, suboptimal public confidence in vaccines keeps immunization rates in the U.S far from ideal levels. Purpose: To assess the efficacy of a high school video set curriculum, on vaccine history, science, and safety, in improving vaccine knowledge. Methods: Sample included high school…
Descriptors: High School Students, Immunization Programs, Health Education, Knowledge Level
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Cheryl A. Vamos; Joseph A. Puccio; Stacey B. Griner; Rachel G. Logan; Rumour Piepenbrink; Morgan Richardson Cayama; Sharonda M. Lovett; Helen Mahony; Ellen M. Daley – Journal of American College Health, 2024
Objective: To explore health literacy needs and preferences for a technology-based intervention (app) to improve sexual and reproductive health (SRH) among college students. Participants: In Spring 2019, in-depth interviews were conducted with 20 participants (10 male, 10 female) from a large, public university. Methods: Interview guide was…
Descriptors: College Students, Sexually Transmitted Diseases, Sex Education, Health Education
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Michael Stellefson; Izzy Boyd; Sarah Flora; Olivia Campbell; Adam Knowlden – American Journal of Health Education, 2024
Background: The National Heart, Lung, and Blood Institute (NHLBI) "Learn About Chronic Obstructive Pulmonary Disease (COPD)" YouTube playlist educates the public on diagnosing, treating, and managing COPD. Despite its potential benefits, it is unknown if users with inadequate health literacy will likely understand and apply the…
Descriptors: Diseases, Health Education, Information Dissemination, Knowledge Level
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Mohammad Albataineh; Brenda Warren; Adel Al-Bataineh – International Journal of Technology in Education and Science, 2024
This action research project is intended to determine the effects of Chromebook technology on student engagement in the secondary classroom. The study involved a classroom of first-year students enrolled in a health course. These students used Chromebooks for the first time as part of the one-to-one (1:1) initiative. Chromebooks were utilized as a…
Descriptors: Computer Uses in Education, Learner Engagement, Grade 9, Health Education
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Kristin Skowranek; Klaus Buddeberg; Karola Cafantaris; Lisanne Heilmann – Adult Literacy Education, 2024
A link between literacy and health has already been demonstrated in various national and international surveys. Previous research has shown that adults with low literacy are very frequent users of social media. Increasingly, people are gaining their health-related knowledge and skills by being in digital spaces and consuming health-related content…
Descriptors: Health Behavior, Information Technology, Correlation, Digital Literacy
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Sultana Ismet Jerin; Nicole O'Donnell; Di Mu – Health Education Journal, 2024
Objective: This study aimed to evaluate how health educators use emotional appeals on the social media site TikTok to promote well-being, engage audiences and reduce mental health stigma. Design/Method: Our research team conducted a quantitative content analysis of 400 TikTok videos centred on health education. We evaluated the frequency of mental…
Descriptors: Mental Health, Social Media, Video Technology, Persuasive Discourse
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Ching-Yi Chang; Chin-Lan Yang; Hsiu-Ju Jen; Hiroaki Ogata; Gwo-Haur Hwang – Educational Technology & Society, 2024
Traditional nursing and health education design courses usually only transfer knowledge via lectures, and lack interaction, drills and personalized feedback. However, the development and widespread adoption of generative artificial intelligence via the ChatGPT system presents an opportunity to address these issues. Some CIDI model-based ChatGPT…
Descriptors: Nursing Education, Health Education, Artificial Intelligence, Technology Uses in Education
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