Jove
Visualize
Contact Us

Related Concept Videos

Social Loafing01:37

Social Loafing

35.8K
Another way in which a group presence can affect performance is social loafing—the exertion of less effort by a person working together with a group. Social loafing occurs when our individual performance cannot be evaluated separately from the group. Thus, group performance declines on easy tasks (Karau & Williams, 1993). Essentially individual group members loaf and let other group members pick up the slack. Because each individual’s efforts cannot be evaluated,...
35.8K

You might also read

Related Articles

Articles linked to this work by shared authors, journal, and citation graph.

Sort by
Same author

Evaluation of Flow-Induced Shear in a Porous Microfluidic Slide: CFD Analysis and Experimental Investigation.

Fluids (Basel, Switzerland)·2026
Same author

Discovering the Effects of Superior-Surface Vocal Fold Lesions via Fluid-Structure Interaction Analysis.

Bioengineering (Basel, Switzerland)·2025
Same author

Prediction of wall stress and oxygen flow in patient-specific abdominal aortic aneurysms: the role of intraluminal thrombus.

Biomechanics and modeling in mechanobiology·2022
Same author

The Effects of Geometric Features of Intraluminal Thrombus on the Vessel Wall Oxygen Deprivation.

Frontiers in bioengineering and biotechnology·2022
Same author

Academic Games as a Form of Increasing Student Engagement in Remote Teaching.

Biomedical engineering education·2021
Same author

Coupled Hemodynamics and Oxygen Diffusion in Abdominal Aortic Aneurysm: A Computational Sensitivity Study.

Cardiovascular engineering and technology·2021
Same journal

Promoting Self-Efficacy of Biomedical Engineering Undergraduate Students Using a Deliberately Designed Nanomedicine Workshop Series.

Biomedical engineering education·2026
Same journal

Exploring Student Experiences in a Transdisciplinary Clinical Immersion Course on Needs Identification in Veteran and Service Member Healthcare Settings.

Biomedical engineering education·2026
Same journal

Prototyping the Need: Using Prototyping Early in the Design Process to Strengthen Understanding of the Need and Increase Student Engagement.

Biomedical engineering education·2026
Same journal

Developing a Round-Robin Module For The Integration Of Consensus Standards In a BME Course Using a Custom Tensile Testing Device.

Biomedical engineering education·2026
Same journal

Voice of the Customer Videos: An Educational Tool to Identify Unmet Clinical Needs and Develop Empathy for Medical Device Users.

Biomedical engineering education·2026
Same journal

Quantitative and Qualitative Assessments of the Impacts of a Summer Clinical Immersion Program for Biomedical Engineering Students.

Biomedical engineering education·2026
See all related articles
JoVE
x logofacebook logolinkedin logoyoutube logo
ABOUT JoVE
OverviewLeadershipBlogJoVE Help Center
AUTHORS
Publishing ProcessEditorial BoardScope & PoliciesPeer ReviewFAQSubmit
LIBRARIANS
TestimonialsSubscriptionsAccessResourcesLibrary Advisory BoardFAQ
RESEARCH
JoVE JournalMethods CollectionsJoVE Encyclopedia of ExperimentsArchive
EDUCATION
JoVE CoreJoVE BusinessJoVE Science EducationJoVE Lab ManualFaculty Resource CenterFaculty Site
Terms & Conditions of Use
Privacy Policy
Policies

Related Experiment Video

Updated: Sep 4, 2025

Combining Computer Game-Based Behavioural Experiments With High-Density EEG and Infrared Gaze Tracking
13:40

Combining Computer Game-Based Behavioural Experiments With High-Density EEG and Infrared Gaze Tracking

Published on: December 16, 2010

16.8K

Addressing Test Anxiety Using Game-Based Assessment.

Victoria Bonefont1, Burton Carbino1, Rana Zakerzadeh1

  • 1Department of Engineering, Rangos School of Health Sciences, Duquesne University, Pittsburgh, PA USA.

Biomedical Engineering Education
|July 20, 2022
PubMed
Summary
This summary is machine-generated.

This study explores using gamification in biomedical engineering (BME) education to reduce student test anxiety and improve academic self-perception. Findings suggest game-based assessments offer a promising alternative to traditional exams, with students cautiously optimistic about their benefits.

Keywords:
AssessmentEngineering studentsGames designTeaching strategiesTest anxiety

More Related Videos

Development of a Virtual Reality Assessment of Everyday Living Skills
10:32

Development of a Virtual Reality Assessment of Everyday Living Skills

Published on: April 23, 2014

18.6K
Evaluation of Commercial-Off-The-Shelf Wrist Wearables to Estimate Stress on Students
12:51

Evaluation of Commercial-Off-The-Shelf Wrist Wearables to Estimate Stress on Students

Published on: June 16, 2018

7.6K

Related Experiment Videos

Last Updated: Sep 4, 2025

Combining Computer Game-Based Behavioural Experiments With High-Density EEG and Infrared Gaze Tracking
13:40

Combining Computer Game-Based Behavioural Experiments With High-Density EEG and Infrared Gaze Tracking

Published on: December 16, 2010

16.8K
Development of a Virtual Reality Assessment of Everyday Living Skills
10:32

Development of a Virtual Reality Assessment of Everyday Living Skills

Published on: April 23, 2014

18.6K
Evaluation of Commercial-Off-The-Shelf Wrist Wearables to Estimate Stress on Students
12:51

Evaluation of Commercial-Off-The-Shelf Wrist Wearables to Estimate Stress on Students

Published on: June 16, 2018

7.6K

Area of Science:

  • Biomedical Engineering Education
  • Educational Psychology

Background:

  • Gamification is an underutilized strategy in higher education.
  • Biomedical engineering (BME) classrooms present an opportunity for gamification integration.
  • Student test anxiety and academic performance perception are key areas for improvement.

Purpose of the Study:

  • To identify and propose methods for integrating gamification in undergraduate BME classrooms.
  • To explore gamification as a tool to alleviate student test anxiety.
  • To enhance student perception of academic performance through game-based learning.

Main Methods:

  • Development and implementation of academic games for BME courses.
  • Utilizing games as an alternative to traditional examinations.
  • Collecting and analyzing student feedback on game-based assessments.

Main Results:

  • Students provided feedback indicating a balanced perspective on game-based evaluations.
  • Initial student attitudes towards gamified assessments were positive.
  • Cautious optimism was observed regarding the use of games for testing and evaluation.

Conclusions:

  • Gamification presents a viable strategy to support student mental health in BME.
  • Game-based assessments can be effectively implemented as alternatives to traditional exams.
  • Further exploration and adoption of gamification in BME curricula are warranted.