Zobrazeno 1 - 10
of 16
pro vyhledávání: '"Catherine Santanello"'
Publikováno v:
INNOVATIONS in Pharmacy, Vol 11, Iss 4 (2020)
Background: Gamification is the process of adding game elements into classroom activities to encourage student participation and motivation. Classcraft® is a gamified learning system designed to integrate easily with normal classroom activities and
Externí odkaz:
https://doaj.org/article/e88a9ab815924b3e8cb32813b6dfdf26
Autor:
Catherine Santanello, Ashlyn Carr
Publikováno v:
INNOVATIONS in Pharmacy, Vol 10, Iss 3 (2019)
Introduction: With the increase of herbal medicine sales and a lack of reliable information available to consumers, it is important for pharmacists to be knowledgeable about these products and have the ability to effectively counsel on their uses and
Externí odkaz:
https://doaj.org/article/675440dfd9c24049a71a0aeef8e91d1c
Publikováno v:
INNOVATIONS in Pharmacy, Vol 9, Iss 2 (2018)
Objectives: The purpose of this study was to explore the knowledge of pharmacists’ on Halal medications. In addition, it was a review of Halal medications in order to understand which resources need to be implemented to make this information readil
Externí odkaz:
https://doaj.org/article/b4c18247efe948b89f3a56fc8728755f
Publikováno v:
INNOVATIONS in Pharmacy, Vol 4, Iss 1 (2013)
Objectives: 1) To describe the development of a health literacy video tailored for pharmacy students. 2) To compare the use of a health literacy video as an instructional method to a previously used health literacy instructional strategy by using bot
Externí odkaz:
https://doaj.org/article/e38c8e7e7a114d0bb985cf1f673781a1
Publikováno v:
INNOVATIONS in Pharmacy, Vol 4, Iss 1, p 100 (2013)
Objectives: 1) To describe the development of a health literacy video tailored for pharmacy students. 2) To compare the use of a health literacy video as an instructional method to a previously used health literacy instructional strategy by using bot
Externí odkaz:
https://doaj.org/article/cbd2b8b78ac44d3a835bf95f2e3fd5b1
Publikováno v:
SCIREA Journal of Biology.
Publikováno v:
Innovations in Pharmacy
INNOVATIONS in Pharmacy, Vol 11, Iss 4 (2020)
INNOVATIONS in Pharmacy, Vol 11, Iss 4 (2020)
Background: Gamification is the process of adding game elements into classroom activities to encourage student participation and motivation. Classcraft® is a gamified learning system designed to integrate easily with normal classroom activities and
Autor:
Catherine Santanello, David A. Taylor
Publikováno v:
Pharmacology & Pharmacy. :263-274
The benefits of running for cardiovascular health have long been established, but no relationship between runners/non-runners and their usage of prescription and over-the-counter (OTC) medications has been established. A comprehensive survey was sent
Autor:
Maxwell Ian Weiler, Catherine Santanello, Ateequr Rahman, Golden L. Peters, Edward Paul OʼDonnell, Diana Isaacs
Publikováno v:
Currents in Pharmacy Teaching and Learning. 7:804-810
Objective Several studies have examined the utility of using social media websites for educational purposes in pharmacy curricula; however, few studies have been published that examine studentsʼ independent use of social media websites inside the cl
Publikováno v:
Ticks and Tick-borne Diseases, xx(xx)
Kérwá
Universidad de Costa Rica
instacron:UCR
BASE-Bielefeld Academic Search Engine
Kérwá
Universidad de Costa Rica
instacron:UCR
BASE-Bielefeld Academic Search Engine
Tick-borne rickettsioses pose a major health threat among vector-borne infections in Missouri but there are some uncertainties regarding the vector competence and range of tick species, as well as the virulence of certain bacterial species. A survey
Externí odkaz:
https://explore.openaire.eu/search/publication?articleId=doi_dedup___::cb74e90aa20c4f10039a78cd9c80d445