All Stories

  1. Strengthening competence-based oral health education through stakeholder engagement: a framework for curriculum development
  2. Integrating digital technologies in clinical dentistry training: a framework for competency-based education
  3. AI-IoT integration in Tanzania’s primary healthcare system: a narrative review
  4. A Comparative Analysis of Gamified and Non-gamified Interventions’ Effectiveness in Teaching Adolescent Students About Healthy Sexual Practices in Tanzania
  5. Understanding Sociodemographic Factors and Reasons Associated with COVID-19 Vaccination Hesitance among Adults in Tanzania: A Mixed-Method Approach
  6. 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
  7. Gamifying Sexual Education for Adolescents in a Low-Tech Setting: Quasi-Experimental Design Study
  8. Research ethics dilemma in higher education: Impact of internet access, ethical controls, and teaching factors on student plagiarism
  9. Enhancing instructional outcomes with a serious gamified system: a qualitative investigation of student perceptions
  10. Improving instruction and sexual health literacy with serious games and gamification interventions
  11. Building the Capacity of African Health Sciences Librarians in the Development and Conduct of Systematic Reviews
  12. Elements of students’ expectation towards teacher-student research collaboration in higher education
  13. Literacy in the new norm: stay-home game plan for parents
  14. Gamifying Sexual Education for Adolescents in a Low-Tech Setting: Quasi-Experimental Design Study (Preprint)
  15. The role of gamified e-quizzes on student learning and engagement: An interactive gamification solution for a formative assessment system
  16. The effects of gamified flipped instruction on learner performance and need satisfaction
  17. An iterative process for developing digital gamified sexual health education for adolescent students in low-tech settings
  18. A systematic review of flipped classroom empirical evidence from different fields: what are the gaps and future trends?
  19. Initial Validation of the MAKE Framework: A Comprehensive Instrument for Evaluating the Efficacy of Game-Based Learning and Gamification in Adolescent Sexual Health Literacy
  20. Improving Sexual Health Education Programs for Adolescent Students through Game-Based Learning and Gamification
  21. International Trends in Designing Electronic Health Information Literacy for Health Sciences Students: A Systematic Review of the Literature
  22. Adolescent School-Based Sexual Health Education and Training: A Literature Review on Teaching and Learning Strategies
  23. Health Libraries and Information Services in Tanzania: A Strategic Assessment
  24. Health Information Needs and Reliability of Sources Among Nondegree Health Sciences Students: A Prerequisite for Designing eHealth Literacy
  25. Practices of Locating Health Information in an Electronic Environment: Reflections on Conducted Health Information Skills Training
  26. Designing health information skills eLearning interventions for health sciences students in Tanzania: Application of information problem-solving (IPS) model
  27. International trends in health science librarianship part 13: Southern Africa (South Africa, Tanzania and Zimbabwe)
  28. A situational analysis of health information library needs in Tanzania