Games, motivation, and learning: A research and practice model
Author/s:
Ahlers, R. ; Driskell, J. E.; Garris, R.
Citation:
Garris, R., Ahlers, R., & Driskell, J. E. (2002). Games, motivation, and learning: A research and practice model. Simulation & Gaming, 33(4), 441-467.
Continue Reading Games, motivation, and learning: A research and practice modelGender differences in children's constructions of video games
Author/s:
Kafai, Y. B.
Citation:
Kafai, Y. B. (1996). Gender differences in children's constructions of video games. In P. M. Greenfield & R. R. Cocking (Eds.), Interacting with Video (pp. 39-66). Westport, CT: Greenwood Publishing Group.
Keywords:
children; design/development; game play; gender; video gameHealth Topic:
CognitionTarget Population:
ChildrenPublication Type:
Book Continue Reading Gender differences in children's constructions of video gamesGorillas 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 adultsHealth Topic:
CognitionTarget Population:
Adults; Young AdultsPublication Type:
Journal Article Continue Reading Gorillas in our midst: Sustained inattentional blindness for dynamic eventsHealth 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 meansHeuristics for designing enjoyable user interfaces: Lessons from computer games
Author/s:
Malone, T. W.
Citation:
Malone, T. W. (1982). Heuristics for designing enjoyable user interfaces: Lessons from computer games. In Proceedings of the 1982 Conference on Human Factors in Computing Systems(Gaithersburg, Maryland, United States, March 15 - 17, 1982). New York, NY: ACM.
Continue Reading Heuristics for designing enjoyable user interfaces: Lessons from computer gamesHow 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.
Continue Reading How important is the digital divide? The relation of computer and videogame usage to gender differences in mental rotation abilityIdentifying usability and fun problems in a computer game during first use and after some practice
Author/s:
Baauw, E.; Barendregt, W. ; Bekker, M. M. ; Bouwhuis, D. G.
Citation:
Barendregt, W., Bekker, M. M., Bouwhuis, D. G., & Baauw, E. (2006). Identifying usability and fun problems in a computer game during first use and after some practice. International Journal of Human-Computer Studies, 64(9), 830-846.
Continue Reading Identifying usability and fun problems in a computer game during first use and after some practiceImpact of singular excessive computer game and television exposure on sleep patterns and memory performance of school-aged children
Author/s:
Bruns, T. ; Dworak, M. ; Schierl, T. ; Struder, H. K.
Citation:
Dworak, M., Schierl, T., Bruns, T., & Struder, H. K. (2007). Impact of singular excessive computer game and television exposure on sleep patterns and memory performance of school-aged children. Pediatrics, 120(5), 978-985.
Continue Reading Impact of singular excessive computer game and television exposure on sleep patterns and memory performance of school-aged children