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Computer games: Environments for developing spatial cognition?
Author/s:
Chaille, C.; Mcclurg, P. A.
Citation:
Mcclurg, P. A., & Chaille, C. (1987). Computer games: Environments for developing spatial cognition? Journal of Educational Computing Research, 3(1),95-111.
Keywords:
brain; children; gender; teens; tweens; visual-spatialHealth Topic:
CognitionTarget Population:
Children; Pre-Teens; TeensPublication Type:
Journal Article Continue Reading Computer games: Environments for developing spatial cognition?Learning and transfer in everyday cognition
Author/s:
Greenfield, P. M.; Guberman, S. R.
Citation:
Guberman, S. R., & Greenfield, P. M. (1991). Learning and transfer in everyday cognition. Cognitive Development, 6(3), 233-260.
Keywords:
culture; learningHealth Topic:
CognitionTarget Population:
General AudiencePublication Type:
Journal Article Continue Reading Learning and transfer in everyday cognitionToward self-paced brain-computer communication: Navigation through virtual worlds
Author/s:
Bischof, H. ; Lee, F. ; Leeb, R. ; Pfurtscheller, G.; Scherer, R. ; Schlogl, A.
Citation:
Scherer, R., Lee, F., Schlogl, A., Leeb, R., Bischof, H., & Pfurtscheller, G. (2008). Toward self-paced brain-computer communication: Navigation through virtual worlds. IEEE Transactions on Biomedical Engineering, 55(2), 675-682.
Keywords:
brain; physiology; virtual worlds; young adultsHealth Topic:
Brain; CognitionTarget Population:
Young AdultsPublication Type:
Journal Article Continue Reading Toward self-paced brain-computer communication: Navigation through virtual worldsAction video game modifies visual selective attention
Author/s:
Bavelier, D.; Green, C. S.
Citation:
Green, C. S., & Bavelier, D. (2003). Action video game modifies visual selective attention. Nature, 423(6939), 534-537.
Keywords:
adolescents; adults; attention; brain; learning; perceptionsHealth Topic:
CognitionTarget Population:
Teens; Young AdultsPublication Type:
Journal Article Continue Reading Action video game modifies visual selective attentionDo computer-based games facilitate knowledge acquisition and retention?
Author/s:
Cannon-Bowers, J. A.; Ricci, K. E. ; Salas, E.
Citation:
Ricci, K. E., Salas, E., & Cannon-Bowers, J. A. (1996). Do computer-based games facilitate knowledge acquisition and retention? Military Psychology, 8(4), 295-307.
Keywords:
adults; armed forces; computer-assisted instruction; educational; learning; memory; military; pc; training; young adultsHealth Topic:
CognitionTarget Population:
Adults; Young AdultsPublication Type:
Journal Article Continue Reading Do computer-based games facilitate knowledge acquisition and retention?What to expect from immersive virtual environment exposure: Influences of gender, body mass index, and past experience
Author/s:
Hale, K. S. ; Kennedy, R. S.; Nahmens, I. ; Stanney, K. M.
Citation:
Stanney, K. M., Hale, K. S., Nahmens, I., & Kennedy, R. S. (2003). What to expect from immersive virtual environment exposure: Influences of gender, body mass index, and past experience. Human Factors, 45(3), 504-520.
Continue Reading What to expect from immersive virtual environment exposure: Influences of gender, body mass index, and past experienceChildren's and families' use of computers in australian homes
Author/s:
Downes, T.
Citation:
Downes, T. (2002). Children's and families' use of computers in australian homes. Contemporary Issues in Early Childhood, 3(2), 182-196.
Keywords:
children; learning; macintosh; pcHealth Topic:
Cognition; Social Issues and SkillsTarget Population:
ChildrnPublication Type:
Journal Article Continue Reading Children's and families' use of computers in australian homesHow important is the digital divide? The relation of computer and videogame usage to gender differences in mental rotation ability
Author/s:
Newcombe, N. S.; Terlecki, M. S.
Citation:
Terlecki, M. S., & Newcombe, N. S. (2005). How important is the digital divide?: The relation of computer and videogame usage to gender differences in mental rotation ability. Sex Roles, 53(39939), 433-441.