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20 Mar 2024
Today, we are thrilled to announce the launch of our professional video production services. Do you find yourself admiring the professionally crafted video abstracts in your colleagues' articles? Are you eager to showcase your own cutting-edge research to a broader audience? Do you face challenges in effectively conveying complex knowledge to students in a dynamic and visually appealing way? Now, Encyclopedia MDPI offers all users a complimentary trial to bring your research or knowledge to life! During this stage of testing, our service is completely free. We prioritize user experience and feedback over revenue. Click the following link to apply: https://encyclopedia.pub/video_material Notes: 1. For video production inquiries, kindly provide us with your email address and name in the application form. Upon clicking the "submit" button, our team will promptly reach out to you. 2. We also provide free script-writing service for those who are pressed for time. Simply provide us with your requirements, and we will handle the script development process. Rest assured, you will have the opportunity to review and provide feedback at each stage of the script and video creation process. 3. To access our extensive library of example videos, please navigate to the Encyclopedia Video Section.
Journal Encyclopedia - Peer-Reviewed Content
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Encyclopedia 2024, 4(2), 720-734; https://doi.org/10.3390/encyclopedia4020045

The article provides a narrative review of the social and cultural interpretation of pesticides in contemporary society. In so doing, it highlights the main fields of exploration investigated by social scientists concerning the perception and role played by these products among farmers and consumers. Following the WHO definition, pesticides are chemical compounds used to kill pests, including insects, rodents, fungi, and unwanted plants. They are contemporary cultural artefacts that social sciences explore in synergy with other disciplines to highlight their socio-cultural connections at both local and global levels. Specifically, the use of these products is connected with power relations, which are embedded in and reflect imbalances and inequalities in access to rights and resources, as well as specific articulation of the perception of risk arising from environmental contamination in terms of individual and collective psychophysical health. Furthermore, pesticides fit into various environmental conceptions and multiple local knowledge systems, representing the intersection of different cultural heritages, worldviews, and rationales that make the tradition–modernity dichotomy complex and dynamic. In this respect, therefore, pesticides can be understood not just as mere tools for agricultural practice but as vital windows through which to investigate multiple layers of meaning to support transitions towards sustainable pest management systems, both environmentally and socio-culturally.

Encyclopedia 2024, 4(2), 672-681; https://doi.org/10.3390/encyclopedia4020041

Game-based learning refers to an educational approach where games (digital or analogue) are used in order to engage students in interactive and immersive experiences designed to teach specific concepts, skills or subjects. Gamification refers to the application of game design elements, such as point systems, rewards, narratives, and competition, to non-game contexts. Game elements, mechanics and structures, when incorporated into the learning process, can enhance student understanding and increase engagement, motivation and retention of educational content. Teaching Biology can present challenges mainly due to the complexity of the subject matter, the different scales of biological organisation, and because it often includes challenging and counterintuitive concepts that may contradict students’ preconceived notions. Integrating gaming into the high school Biology curriculum not only tackles the challenges of teaching complex concepts but can also promote student engagement. Customising gaming experiences to Biology intricacies enhances critical thinking and creates a dynamic learning environment tailored to the demands of high school biological education. This entry explores the integration of gaming and gamification in high school Biology education to overcome challenges in sustaining student interest. Additionally, the article highlights the diverse applications of games in education, showcasing their versatility in enriching the educational process. Future research should evaluate specific games, explore design principles, and consider challenges associated with implementation. In conclusion, using games in Biology education promises to enhance engagement, promote active learning, and deepen understanding, contributing to narrowing the gap in biological literacy.

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