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Learning while having fun: The use of video gaming to teach geriatric house calls to medical students
Author/s:
Duque, G. ; Fleiszer, D.; Fung, S. ; Mallet, L. ; Posel, N.
Citation:
Duque, G., Fung, S., Mallet, L., Posel, N., & Fleiszer, D. (2008). Learning while having fun: The use of video gaming to teach geriatric house calls to medical students. Journal of the American Geriatrics Society, 56(7), 1328-1332.
Keywords:
educational; elearning; learning; medical; students; trainingHealth Topic:
Health Care and MedicineTarget Population:
Adults; Young AdultsPublication Type:
Journal Article Continue Reading Learning while having fun: The use of video gaming to teach geriatric house calls to medical studentsUsing motion interactive games to promote physical activity and enhance motor performance in children with cerebral palsy
Author/s:
Hager, C.; Sandlund, M. ; Waterworth, E.L.
Citation:
Sandlund, M., Waterworth, E.L., & Hager, C. (2011). Using motion interactive games to promote physical activity and enhance motor performance in children with cerebral palsy. Developmental Neurorehabilitation, 14(1), 15-21.
Back to the holodeck: New life for virtual reality?
Author/s:
Hutchison, A.
Citation:
Hutchison, A. (2007). Back to the Holodeck: New life for virtual reality?. In Proceedings of the 2nd international Conference on Digital interactive Media in Entertainment and Arts (Perth, Australia, September 19 - 21, 2007). DIMEA '07, vol. 274. New York, NY: ACM.
Keywords:
immersion; virtual realityHealth Topic:
Social Issues and SkillsTarget Population:
Publication Type:
Report Continue Reading Back to the holodeck: New life for virtual reality?Metabolic responses to Wii Fit video games at different game levels
Author/s:
Kraemer, R. R.; Rogers, S. N. ; Worley, J. R.
Citation:
Worley, J. R., Rogers, S. N., & Kraemer, R. R. (2011). Metabolic responses to Wii Fit video games at different game levels. Journal of Strength and Conditioning Research, 25(3), 689-693.
Keywords:
calories; exercise; fitness; nintendo wii; walkingHealth Topic:
Exercise and FitnessTarget Population:
General AudiencePublication Type:
Journal Article Continue Reading Metabolic responses to Wii Fit video games at different game levelsCan video games be used to predict or improve laparoscopic skills?
Author/s:
Averch, T. D.; Landsittel, D. ; Rosenberg, B. H.
Citation:
Rosenberg, B. H., Landsittel, D., & Averch, T. D. (2005). Can video games be used to predict or improve laparoscopic skills? Journal of Endourology, 19(3), 372-376.
Keywords:
adults; coordination; laparoscopy; learning; medical; sports; students; surgery; xbox; young adultsHealth Topic:
Health Care and MedicineTarget Population:
Adults; Young AdultsPublication Type:
Journal Article Continue Reading Can video games be used to predict or improve laparoscopic skills?Exploring interactive stories in an hiv/aids learning game: Healthsimnet
Author/s:
Dobson, M. W. ; Ha, D.
Citation:
Dobson, M. W., & Ha, D. (2008). Exploring interactive stories in an hiv/aids learning game: Healthsimnet. Simulation & Gaming, 39(1), 39-63.
Keywords:
artificial intelligence; educational; ehealth; elearning; hiv/aids; learning; simulationHealth Topic:
Infectious DiseaseTarget Population:
Health Care ProfessionalsPublication Type:
Journal Article Continue Reading Exploring interactive stories in an hiv/aids learning game: HealthsimnetPhysical signs associated with excessive television-game playing and sleep deprivation
Author/s:
Okada, K.; Tazawa, Y.
Citation:
Tazawa, Y., & Okada, K. (2001). Physical signs associated with excessive television-game playing and sleep deprivation. Pediatrics International, 43(6), 647-650.
Keywords:
children; game play; media; skin diseases; sleep; television; tweensHealth Topic:
Mental Health; SleepTarget Population:
Children; Pre-TeensPublication Type:
Journal Article Continue Reading Physical signs associated with excessive television-game playing and sleep deprivationThe wired family: Living digitally in the postinformation age
Author/s:
Meszaros, P. S.
Citation:
Meszaros, P. S. (2004). The wired family: Living digitally in the postinformation age. American Behavioral Scientist, 48(4), 377-390.