All Stories

  1. The role of gamified e-quizzes on student learning and engagement: An interactive gamification solution for a formative assessment system
  2. The effects of gamified flipped instruction on learner performance and need satisfaction
  3. An iterative process for developing digital gamified sexual health education for adolescent students in low-tech settings
  4. A systematic review of flipped classroom empirical evidence from different fields: what are the gaps and future trends?
  5. Initial Validation of the MAKE Framework: A Comprehensive Instrument for Evaluating the Efficacy of Game-Based Learning and Gamification in Adolescent Sexual Health Literacy
  6. Improving Sexual Health Education Programs for Adolescent Students through Game-Based Learning and Gamification
  7. International Trends in Designing Electronic Health Information Literacy for Health Sciences Students: A Systematic Review of the Literature
  8. Adolescent School-Based Sexual Health Education and Training: A Literature Review on Teaching and Learning Strategies
  9. Health Libraries and Information Services in Tanzania: A Strategic Assessment
  10. Health Information Needs and Reliability of Sources Among Nondegree Health Sciences Students: A Prerequisite for Designing eHealth Literacy
  11. Practices of Locating Health Information in an Electronic Environment: Reflections on Conducted Health Information Skills Training
  12. Designing health information skills eLearning interventions for health sciences students in Tanzania: Application of information problem-solving (IPS) model
  13. International trends in health science librarianship part 13: Southern Africa (South Africa, Tanzania and Zimbabwe)
  14. A situational analysis of health information library needs in Tanzania