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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:

Cognition

Target Population:

Children

Publication Type:

Report

Continue Reading Best practices for using games & simulations in the classroom: Guidelines for K-12 educators


Examining 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; learning

Health Topic:

Cognition

Target Population:

General Audience

Publication Type:

Journal Article

Continue Reading Examining the pedagogical foundations of modern educational computer games


Psychology 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; tweens

Health Topic:

Brain; Cognition; Disorders and Disabilities

Target Population:

Children; Pre-Teens; Teens

Publication Type:

Journal Article

Continue Reading Psychology of computers: XIV. Cognitive rehabilitation through computer games


Interactivity 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; treatment

Health Topic:

Cancer

Target Population:

Pre-Teens; Teens; Young Adults

Publication Type:

Journal Article

Continue Reading Interactivity and reward-related neural activation during a serious videogame


Computer 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-spatial

Health Topic:

Cognition

Target Population:

Children; Pre-Teens; Teens

Publication 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; learning

Health Topic:

Cognition

Target Population:

General Audience

Publication Type:

Journal Article

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Toward 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 adults

Health Topic:

Brain; Cognition

Target Population:

Young Adults

Publication Type:

Journal Article

Continue Reading Toward self-paced brain-computer communication: Navigation through virtual worlds


Action 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.


Keywords:

adolescents; adults; attention; brain; learning; perceptions

Health Topic:

Cognition

Target Population:

Teens; Young Adults

Publication Type:

Journal Article

Continue Reading Action video game modifies visual selective attention