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A case study of computer gaming for math: Engaged learning from gameplay?
Author/s:
Ke, F.
Citation:
Ke, F. (2008). A case study of computer gaming for math: Engaged learning from gameplay? Computers & Education, 151, 1609-1620.
Keywords:
children; educational; math; pc; studentsHealth Topic:
CognitionTarget Population:
ChildrenPublication Type:
Journal Article Continue Reading A case study of computer gaming for math: Engaged learning from gameplay?Digital game-based learning: Towards and experimental gaming model
Author/s:
Kiili, K.
Citation:
Kiili, K. (2005). Digital game-based learning: Towards and experimental gaming model. Internet and High Education, 8(1), 13-24.
Keywords:
design/development; educational; game play; learning; theoryHealth Topic:
CognitionTarget Population:
General AudiencePublication Type:
Journal Article Continue Reading Digital game-based learning: Towards and experimental gaming modelSpace fortress as an IQ test? Predictions of learning and of practised performance in a complex interactive video-game
Author/s:
Banerji, N. ; Rabbitt, P. ; Szymanski, A.
Citation:
Rabbitt, P., Banerji, N., & Szymanski, A. (1989). Space fortress as an IQ test? Predictions of learning and of practised performance in a complex interactive video-game. Acta Psychologica, 71(3), 243-257.
Keywords:
adults; game play; interactivity; learning; males; pc; teens; young adultsHealth Topic:
CognitionTarget Population:
Adults; Teens; Young AdultsPublication Type:
Journal Article Continue Reading Space fortress as an IQ test? Predictions of learning and of practised performance in a complex interactive video-gameVirtual rehabilitation after stroke
Author/s:
Bjorkdahl, A. ; Blomstrand, C. ; Broeren, J. ; Claesson, L. ; Goude, D. ; Lundgren-Nilsson, A. ; Rydmark, M.; Samuelsson, H. ; Sunnerhagen, K. S.
Citation:
Broeren, J., Bjorkdahl, A., Claesson, L., Goude, D., Lundgren-Nilsson, A., Samuelsson, H.,... & Rydmark, M. (2008). Virtual rehabilitation after stroke. Studies in Health Technology and Informatics, 136, 77-82.
Continue Reading Virtual rehabilitation after strokeChild-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 children