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Digital game-based learning in high school computer science education: Impact on educational effectiveness and student motivation
Author/s:
Papastergiou, M.
Citation:
Papastergiou, M. (2009). Digital game-based learning in high school computer science education: Impact on educational effectiveness and student motivation. Computers and Education, 52(1), 1-12.
Keywords:
computer science; computer-assisted instruction; educational; gender; interactivity; learning; motivation; pc; studentsHealth Topic:
Behavior and Personality; CognitionTarget Population:
TeensPublication Type:
Journal Article Continue Reading Digital game-based learning in high school computer science education: Impact on educational effectiveness and student motivationThe effects of computer games on young children - a review of the research
Author/s:
Harris, J.
Citation:
Harris, J. (2001). The effects of computer games on young children - a review of the research. RDS Occasional Paper No. 72. London: Home Office (RDS).
Keywords:
addiction; aggression; game; game play; pediatric health; young childrenHealth Topic:
Behavior and PersonalityTarget Population:
Young ChildrenPublication Type:
Report Continue Reading The effects of computer games on young children - a review of the researchWii knee
Author/s:
Barron, D. A. ; Grainger, A. J. ; Robinson, R. J. ; Venkatesh, R.
Citation:
Robinson, R. J., Barron, D. A., Grainger, A. J., & Venkatesh, R. (2008). Wii knee. Emergency Radiology, 15(4), 255-257.
Keywords:
adolescents; knee; ligament dislocation; magnetic resonance imaging (mri); nintendo wii; patients; teensHealth Topic:
Bone and Joint Problems; Injuries and RehabilitationTarget Population:
TeensPublication Type:
Journal Article Continue Reading Wii kneeIncreasing reading and communication skills in children with autism through an interactive multimedia computer program
Author/s:
Gillberg, C.; Heimann, M. ; Nelson, K. E. ; Tjus, T.
Citation:
Heimann, M., Nelson, K. E., Tjus, T., & Gillberg, C. (1995). Increasing reading and communication skills in children with autism through an interactive multimedia computer program. Journal of Autism and Developmental Disorders, 25(5), 459-480.
Continue Reading Increasing reading and communication skills in children with autism through an interactive multimedia computer programImpact of cooperative versus competitive exergame play on overweight and obese adolescents’ physical, socio-emotional, and cognitive health
Author/s:
Exner, A.
Citation:
Exner, A. (2010). Impact of cooperative versus competitive exergame play on overweight and obese adolescents’ physical, socio-emotional, and cognitive health. Dissertation Abstracts International, 72(2), 1-84.
Continue Reading Impact of cooperative versus competitive exergame play on overweight and obese adolescents’ physical, socio-emotional, and cognitive healthUser-centered design in games
Author/s:
Fuller, T.; Keeker, K. ; Pagulayan, R. J. ; Romero. R. R. ; Wixon, D.
Citation:
Pagulayan, R. J., Keeker, K., Wixon, D., Romero, R. L., & Fuller, T. (2002). User-centered design in games. In J. A. Jacko & A. Sears ( Eds.), The human-computer interaction handbook: Fundamentals, evolving technologies and emerging applications (pp. 883-906). Mahwah, NJ: Lawrence Erlbaum Associates, Inc.
Continue Reading User-centered design in gamesComputer game playing in early adolescence
Author/s:
Griffiths, M. D.
Citation:
Griffiths, M. D. (1997). Computer game playing in early adolescence. Youth & Society, 29(2), 223-237.
Keywords:
adolescents; children; gender; tweensHealth Topic:
Behavior and PersonalityTarget Population:
Children; Pre-TeensPublication Type:
Journal Article Continue Reading Computer game playing in early adolescenceRisk factors in adolescence: The case of gambling, videogame playing, and the internet
Author/s:
Griffiths, M. ; Wood, R. T.
Citation:
Griffiths, M., & Wood, R. T. (2000). Risk factors in adolescence: The case of gambling, videogame playing, and the internet. Journal of Gambling Studies, 16(39847), 199-225.