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Child-invented health education games: A case study for dengue fever
Author/s:
Coombs, D. W.; Lennon, J. L.
Citation:
Lennon, J. L., & Coombs, D. W. (2006). Child-invented health education games: A case study for dengue fever. Simulation and Gaming, 37(1), 88-97.
Keywords:
children; dengue fever; educational; ehealth; learning; medicalHealth Topic:
Cognition; Health Care and Medicine; Infectious DiseaseTarget Population:
ChildrenPublication Type:
Journal Article Continue Reading Child-invented health education games: A case study for dengue feverHealth promotion by social cognitive means
Author/s:
Bandura, A.
Citation:
Bandura, A. (2004). Health promotion by social cognitive means. Health Education and Behavior, 31(2), 143-164.
Keywords:
children; educational; health promotion; learning; motivation; self-efficacy; self-management; theoryHealth Topic:
Cognition; Prevention; Public HealthTarget Population:
ChildrenPublication Type:
Journal Article Continue Reading Health promotion by social cognitive meansSustained decrease in oxygenated hemoglobin during video games in the dorsal prefrontal cortex: A NIRS study of children
Author/s:
Hiraki, K.; Matsuda, G.
Citation:
Matsuda, G., & Hiraki, K. (2006). Sustained decrease in oxygenated hemoglobin during video games in the dorsal prefrontal cortex: A NIRS study of children.NeuroImage, 29(3), 706-711.
Keywords:
brain; children; game play; nintendo gamecube; pediatric health; prefrontal cortex; puzzle; teens; tweensHealth Topic:
BrainTarget Population:
Children; Pre-Teens; TeensPublication Type:
Journal Article Continue Reading Sustained decrease in oxygenated hemoglobin during video games in the dorsal prefrontal cortex: A NIRS study of childrenPhysical activity levels during a 6-week, school-based, active videogaming intervention using the Gamercize Power Stepper in British children
Author/s:
Birch, S. ; Duncan, M. J. ; Hankey, J.; Woodfield, L.
Citation:
Duncan, M. J., Birch, S., Woodfield, L., & Hankey, J. (2011). Physical activity levels during a 6-week, school-based, active videogaming intervention using the Gamercize Power Stepper in British children. Medicina Sportiva, 15(2), 81-87.
Continue Reading Physical activity levels during a 6-week, school-based, active videogaming intervention using the Gamercize Power Stepper in British childrenComputers in early childhood mathematics
Author/s:
Clements, D. H.
Citation:
Clements, D. H. (2002). Computers in early childhood mathematics. Contemporary Issues in Early Childhood, 3(2), 160-181.
Keywords:
children; educational; learning; math; pc; young childrenHealth Topic:
CognitionTarget Population:
Children; Young ChildrenPublication Type:
Journal Article Continue Reading Computers in early childhood mathematicsPlaying an action video game reduces gender differences in spatial cognition
Author/s:
Feng, J. ; Pratt, J.; Spence, I.
Citation:
Feng, J., Spence, I., & Pratt, J. (2007). Playing an action video game reduces gender differences in spatial cognition. Psychological Science, 18(10), 850-855.
Keywords:
adults; attention; first-person shooter; game; game play; gender; pc; physiology; students; visual-spatial; young adultsHealth Topic:
CognitionTarget Population:
Adults; Young AdultsPublication Type:
Journal Article Continue Reading Playing an action video game reduces gender differences in spatial cognitionVideo games and seizures
Author/s:
Frank, H. G. ; Glista, G. G. ; Tracy, F. W.
Citation:
Glista, G. G., Frank, H. G., & Tracy, F. W. (1983). Video games and seizures. Archives of Neurology, 40(9), 588.
Keywords:
epilepsy; game play; seizures; teensHealth Topic:
Brain; Disorders and DisabilitiesTarget Population:
TeensPublication Type:
Journal Article Continue Reading Video games and seizuresAge, Ethnicity, and Socioeconomic Patterns in Early Computer Use: A National Survey
Author/s:
Barr, R. ; Calvert, S. ; Rideout, V. ; Woolard, J.
Citation:
Calvert, S., Rideout, V., Woolard, J., Barr, R., & Strouse, G. (2005). Age, Ethnicity, and Socioeconomic Patterns in Early Computer Use. American Behavioral Scientist, 48(5), Georgetown University.
Continue Reading Age, Ethnicity, and Socioeconomic Patterns in Early Computer Use: A National Survey