EDUCATIONAL COMPUTER GAMES AS A TOOL FOR QUALITATIVE TRANSFORMATION OF PERSONALITY AT THE LEVEL OF PSYCHOLOGICAL, PEDAGOGICAL AND SOCIAL NEEDS

Educational computer games as a tool for qualitative transformation of personality at the level of psychological, pedagogical and social needs

The article shows that thanks to computer games, the world has irrevocably “split” into two parts-re-al, existing in reality and virtual, existing in the form of an electronic model of objects and processes.The aim of the work is to analyze the possibilities of using computer games in the educational process, con-tributing to the development of

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Working from Home vs. In-office post-COVID-19

The recent COVID-19 pandemic has swiftly and drastically transformed our daily lives, including our perception of working-from-home (WFH) practices.Even in a post-pandemic world, employees have shown an ardent desire to retain the benefits of the novel pandemic-induced remote educational toys work experience, which challenges managers to reintegrat

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Computed-Tomography-Structured Reporting in Middle Ear Opacification: Surgical Results and Clinical Considerations From a Large Retrospective Analysis

Purpose: The aim of the study is to compare the accuracy of unstructured preoperative Computed Tomography Mushroom Vapes (CT) reports from non-tertiary diagnostic centers with intraoperative findings in a large cohort of patients with Chronic Otitis Media (COM) undergone surgery.Methods: From 2012 to 2019, a total number of 301 patients were consid

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