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Let's get physical: The learning benefits of interacting in digitally augmented physical spaces
Author/s:
Price, S. ; Rogers, Y.
Citation:
Price, S., & Rogers, Y. (2004). Let's get physical: The learning benefits of interacting in digitally augmented physical spaces. Computers and Education, 43(1-2), 137-151.
Keywords:
children; design/development; educational; interactivity; learningHealth Topic:
Exercise and FitnessTarget Population:
ChildrenPublication Type:
Journal Article Continue Reading Let's get physical: The learning benefits of interacting in digitally augmented physical spacesUsing peer tutoring in evaluating the usability of a physically interactive computer game with children
Author/s:
Hamalainen, P. ; Hoysniemi, J. ; Turkki, L.
Citation:
Hoysniemi, J., Hamalainen, P., & Turkki, L. (2003). Using peer tutoring in evaluating the usability of a physically interactive computer game with children.Interacting with Computers, 15(2), 203-225.
Keywords:
children; exergame; game play; physical activity; sports; young childrenHealth Topic:
Exercise and FitnessTarget Population:
Children; Young ChildrenPublication Type:
Journal Article Continue Reading Using peer tutoring in evaluating the usability of a physically interactive computer game with childrenImpact of an online course on infection control and prevention competencies
Author/s:
Atack, L. ; Luke, R.
Citation:
Atack, L., & Luke, R. (2008). Impact of an online course on infection control and prevention competencies. Journal of Advanced Nursing, 63(2), 175-180.
Keywords:
bacteria; educational; infections; learning; medical; nurses; onlineHealth Topic:
Health Care and Medicine; Prevention; Public HealthTarget Population:
Health Care ProfessionalsPublication Type:
Journal Article Continue Reading Impact of an online course on infection control and prevention competenciesThe use of video capture virtual reality in burn rehabilitation: The possibilities
Author/s:
Goldan, O. ; Haik, J. ; Hollombe, I.; Mendes, D. ; Mor, E. ; Nota, A. ; Orenstein, A. ; Raz, L. ; Regev, E. ; Tessone, A. ; Winkler, E.
Citation:
Haik, J., Tessone, A., Nota, A., Mendes, D., Raz, L., Goldan, O., Regev, E., Winkler, E., Mor, E., Orenstein, A., & Hollombe, I. (2006). The use of video capture virtual reality in burn rehabilitation: The possibilities. Journal of Burn Care and Research, 27(2), 195-197.
Continue Reading The use of video capture virtual reality in burn rehabilitation: The possibilitiesEffects of playing a computer game using a bright display on presleep physiological variables, sleep latency, slow wave sleep and REM sleep
Author/s:
Higuchi, S. ; Liu, Y. ; Maeda, A.; Motohashi, Y.
Citation:
Higuchi, S., Motohashi, Y., Liu, Y., & Maeda, A. (2005). Effects of playing a computer game using a bright display on presleep physiological variables, sleep latency, slow wave sleep and REM sleep. Journal of Sleep Research, 14(3), 267-273.
Keywords:
adults; circadian rhythm; males; pc; physiology; sleep; young adultsHealth Topic:
SleepTarget Population:
Adults; Young AdultsPublication Type:
Journal Article Continue Reading Effects of playing a computer game using a bright display on presleep physiological variables, sleep latency, slow wave sleep and REM sleepPhysical and psychosocial effects of Wii video game use among older women
Author/s:
Koh, L.; Liamputtong, P. ; Merkes, M. ; Reynolds, F. ; Shields, N. ; Wallis, L. ; Wollersheim, D.
Citation:
Wollersheim, D., Merkes, M., Shields, N., Liamputtong, P., Wallis, L., Reynolds, F., & Koh, L. (2011). Physical and psychosocial effects of Wii video game use among older women. International Journal of Emerging Technologies and Society, 8(2), 85-98.
Continue Reading Physical and psychosocial effects of Wii video game use among older women“Creature-101”: A Serious Game to Promote Energy Balance-Related Behaviors Among Middle School Adolescents
Author/s:
Ana de Lourdes Islas-Ramos ; Dalia Majumdar ; Daniel Fu; Heewon Lee ; Isobel R. Contento ; Pamela A. Koch
Citation:
Majumdar, D., Koch, P.A., Lee, H., Contento, I.R., Islas-Ramos, A.D.L., & Fu, D. (2013). “Creature-101”: A serious game to promote energy balance-related behaviors among middle school adolcents. Games for Health Journal, 2(5).
Video games: A route to large-scale STEM education?
Author/s:
Mayo, M. J.
Citation:
Mayo, M. J. (2009). Video games: A route to large-scale STEM education? Science, 323(5910), 79-82.