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Digital game-based learning

Author/s:

Prensky, M.

Citation:

Prensky, M. (2001). Digital game-based learning.New York: McGraw-Hill.


Keywords:

cognition; elearning; game; game play; learning; serious games

Health Topic:

Cognition

Target Population:

General Audience

Publication Type:

Book

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Situated cognition and learning environments: Roles, structures, and implications for design

Author/s:

Choi, J. I.; Hannafin, M.

Citation:

Choi, J. I., & Hannafin, M. (1995). Situated cognition and learning environments : Roles, structures, and implications for design. Educational Technology Research and Development, 43(2), 53-69.


Keywords:

design/development; educational; elearning; learning; theory

Health Topic:

Cognition

Target Population:

General Audience

Publication Type:

Journal Article

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Virtual reality rehabilitation for all: Vivid GX versus Sony PlayStation 2 EyeToy

Author/s:

Kizony, R. ; Rand, D. ; Weiss, P. L.

Citation:

Rand, D., Kizony, R., & Weiss, P. L. (2004). Virtual reality rehabilitation for all: Vivid GX versus Sony PlayStation 2 EyeToy. In Proceedings of the 5th International Conference: Disability, Virtual Reality, and Associated Technologies (Oxford, United Kingdom, September 20 - 22, 2004). ICDVRAT ’04.

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Can videogames be good for your health?

Author/s:

Griffiths, M.

Citation:

Griffiths, M. (2004). Can videogames be good for your health? Journal of Health Psychology, 9(3), 339-344.


Keywords:

adolescents; children; rehabilitation; teens; therapy; tweens

Health Topic:

Cognition; Injuries and Rehabilitation; Pain

Target Population:

Children; Pre-Teens; Teens

Publication Type:

Journal Article

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Gorillas in our midst: Sustained inattentional blindness for dynamic events

Author/s:

Chabris, C. F.; Simons, D. J.

Citation:

Simons, D. J., & Chabris, C. F. (1999). Gorillas in our midst: Sustained inattentional blindness for dynamic events. Perception, 28, 1059-1074.


Keywords:

adults; attention; educational; memory; perceptions; young adults

Health Topic:

Cognition

Target Population:

Adults; Young Adults

Publication Type:

Journal Article

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Society for neuroscience meeting: Computer game sharpens aging minds

Author/s:

Miller, G.

Citation:

Miller, G. (2005). Society for neuroscience meeting: Computer game sharpens aging minds. Science, 310(5752), 1261.


Keywords:

attention; brain; educational; learning; memory; seniors

Health Topic:

Brain; Cognition

Target Population:

Seniors

Publication Type:

Journal Article

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Cardiovascular reactivity to video game predicts subsequent blood pressure increases in young men: The cardia study

Author/s:

Chesney, M. A.; Chettur, V. ; Markovitz, J. H. ; Raczynski, J. M. ; Wallace, D.

Citation:

Markovitz, J. H., Raczynski, J. M., Wallace, D., Chettur, V., & Chesney, M. A. (1998). Cardiovascular reactivity to video game predicts subsequent blood pressure increases in young men: The cardia study. Psychosomatic Medicine, 60(2), 186-191.

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Computers and young-children: A review of research

Author/s:

Clements, D. H.

Citation:

Clements, D. H. (1987). Computers and young-children: A review of research. Young Children, 43(1), 34-44.


Keywords:

computer-assisted instruction; educational; pc; young children

Health Topic:

Cognition

Target Population:

Young Children

Publication Type:

Journal Article

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