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Best practices for using games & simulations in the classroom: Guidelines for K-12 educators
Author/s:
Wilson, L.
Citation:
Software & Information Industry Association. (2009). Best practices for using games & simulations in the classroom: Guidelines for K-12 educators.Washington, DC: Wilson, L.
Keywords:
Health Topic:
CognitionTarget Population:
ChildrenPublication Type:
Report Continue Reading Best practices for using games & simulations in the classroom: Guidelines for K-12 educatorsExamining the pedagogical foundations of modern educational computer games
Author/s:
Hirumi, A.; Kebritchi, M.
Citation:
Kebritchi, M., & Hirumi, A. (2008). Examining the pedagogical foundations of modern educational computer games. Computers and Education, 51(4),1729-1743.
Keywords:
computer-assisted instruction; educational; elearning; learningHealth Topic:
CognitionTarget Population:
General AudiencePublication Type:
Journal Article Continue Reading Examining the pedagogical foundations of modern educational computer gamesPsychology of computers: XIV. Cognitive rehabilitation through computer games
Author/s:
Ferland, C. ; Gagnon, S. ; Larose, S. ; Pepin, M.
Citation:
Larose, S., Gagnon, S., Ferland, C., & Pepin, M. (1989). Psychology of computers: XIV Cognitive rehabilitation through computer games. Perceptual and Motor Skills, 69(3), 851-858.
Keywords:
adhd; adolescents; attention; brain; rehabilitation; teens; therapy; tweensHealth Topic:
Brain; Cognition; Disorders and DisabilitiesTarget Population:
Children; Pre-Teens; TeensPublication Type:
Journal Article Continue Reading Psychology of computers: XIV. Cognitive rehabilitation through computer gamesInteractivity and reward-related neural activation during a serious videogame
Author/s:
Cole, S.W. ; Knutson, B.; Yoo, D.J.
Citation:
Cole, S.W., Yoo, D.J., Knutson, B. (2012) Interactivity and reward-related neural activation during a serious videogame. PLoS ONE, 7(3), e33909.
Keywords:
cancer; cognition; edutainment; entertainment; games; gaming; health; rehabilitation; treatmentHealth Topic:
CancerTarget Population:
Pre-Teens; Teens; Young AdultsPublication Type:
Journal Article Continue Reading Interactivity and reward-related neural activation during a serious videogameComputer games: Environments for developing spatial cognition?
Author/s:
Chaille, C.; Mcclurg, P. A.
Citation:
Mcclurg, P. A., & Chaille, C. (1987). Computer games: Environments for developing spatial cognition? Journal of Educational Computing Research, 3(1),95-111.
Keywords:
brain; children; gender; teens; tweens; visual-spatialHealth Topic:
CognitionTarget Population:
Children; Pre-Teens; TeensPublication Type:
Journal Article Continue Reading Computer games: Environments for developing spatial cognition?Learning and transfer in everyday cognition
Author/s:
Greenfield, P. M.; Guberman, S. R.
Citation:
Guberman, S. R., & Greenfield, P. M. (1991). Learning and transfer in everyday cognition. Cognitive Development, 6(3), 233-260.
Keywords:
culture; learningHealth Topic:
CognitionTarget Population:
General AudiencePublication Type:
Journal Article Continue Reading Learning and transfer in everyday cognitionToward self-paced brain-computer communication: Navigation through virtual worlds
Author/s:
Bischof, H. ; Lee, F. ; Leeb, R. ; Pfurtscheller, G.; Scherer, R. ; Schlogl, A.
Citation:
Scherer, R., Lee, F., Schlogl, A., Leeb, R., Bischof, H., & Pfurtscheller, G. (2008). Toward self-paced brain-computer communication: Navigation through virtual worlds. IEEE Transactions on Biomedical Engineering, 55(2), 675-682.
Keywords:
brain; physiology; virtual worlds; young adultsHealth Topic:
Brain; CognitionTarget Population:
Young AdultsPublication Type:
Journal Article Continue Reading Toward self-paced brain-computer communication: Navigation through virtual worldsAction video game modifies visual selective attention
Author/s:
Bavelier, D.; Green, C. S.
Citation:
Green, C. S., & Bavelier, D. (2003). Action video game modifies visual selective attention. Nature, 423(6939), 534-537.