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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-spatial

Health Topic:

Cognition

Target Population:

Children; Pre-Teens; Teens

Publication Type:

Journal Article

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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; learning

Health Topic:

Cognition

Target Population:

General Audience

Publication Type:

Journal Article

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Toward 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 adults

Health Topic:

Brain; Cognition

Target Population:

Young Adults

Publication Type:

Journal Article

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Action 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; perceptions

Health Topic:

Cognition

Target Population:

Teens; Young Adults

Publication Type:

Journal Article

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Do 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 adults

Health Topic:

Cognition

Target Population:

Adults; Young Adults

Publication Type:

Journal Article

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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 experience


Children'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; pc

Health Topic:

Cognition; Social Issues and Skills

Target Population:

Childrn

Publication Type:

Journal Article

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How 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.


Keywords:

adults; digital divide; game play; gender; students; video game; visual-spatial; young adults

Health Topic:

Cognition; Social Issues and Skills

Target Population:

Adults; Young Adults

Publication Type:

Journal Article

Continue Reading How important is the digital divide? The relation of computer and videogame usage to gender differences in mental rotation ability