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How learning misconceptions can improve outcomes and youth engagement with gambling education programs.

08:00 EDT 25th September 2019 | BioPortfolio

Summary of "How learning misconceptions can improve outcomes and youth engagement with gambling education programs."

Gambling education programs typically focus on promoting gambling as a high-risk activity with harmful effects; however, these programs demonstrate limited effects on the prevention of gambling problems. This paper proposes a clear theoretical framework to inform the content and delivery of gambling education initiatives and draws on psychological and pedagogical research to address some of the practical issues associated with its implementation.

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This article was published in the following journal.

Name: Journal of behavioral addictions
ISSN: 2063-5303
Pages: 1-12

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Medical and Biotech [MESH] Definitions

SPORTS activities designed and/or organized for CHILDREN or YOUTH.

Process in which individuals take the initiative, in diagnosing their learning needs, formulating learning goals, identifying resources for learning, choosing and implementing learning strategies and evaluating learning outcomes (Knowles, 1975)

Change in learning in one situation due to prior learning in another situation. The transfer can be positive (with second learning improved by first) or negative (where the reverse holds).

A principle that learning is facilitated when the learner receives immediate evaluation of learning performance. The concept also hypothesizes that learning is facilitated when the learner is promptly informed whether a response is correct, and, if incorrect, of the direction of error.

Using certified ELECTRONIC HEALTH RECORDS technology to improve quality, safety, efficiency, and reduce HEALTHCARE DISPARITIES; engage patients and families in their health care; improve care coordination; improve population and public health; while maintaining privacy and security.

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