Search Results
Loading results.
(This may take a few seconds.)
Players of this asthma self-management side-scrolling Nintendo console adventure game guide Bronkie the Bronchiasaurus and Trakie the Tracheratops through 18 game levels to save their ancient pla
Kiili, K. (2005). Digital game-based learning: Towards and experimental gaming model. Internet and High Education, 8(1), 13-24.
Morris, M. & Intille, S. (2005). HCI challenges in health assessment. In CHI '05 Extended Abstracts on Human Factors in Computing Systems (Portland, OR, USA, April 02 - 07, 2005). CHI '05. New York, NY: ACM.
Bandura, A. (2004). Health promotion by social cognitive means. Health Education and Behavior, 31(2), 143-164.
Management of chronic pediatric diseases with interactive health games: Theory and research findings
Lieberman, D. A. (2001). Management of chronic pediatric diseases with interactive health games: Theory and research findings. Journal of Ambulatory Care Management, 24(1), 26-38.
Wei, R. (2006). Motivations for using the Mobile Phone for Mass Communications and Entertainment. Telematics and Informatics, 25(1), 36-46.
Choi, J. I., & Hannafin, M. (1995). Situated cognition and learning environments : Roles, structures, and implications for design. Educational Technology Research and Development, 43(2), 53-69.
Druin, A. (2002). The role of children in the design of new technology. Behaviour and Information Technology, 21(1), 1-25.
Swank, J. M. (2008). The use of games: A therapeutic tool with children and families. International Journal of Play Therapy, 17(2), 154-167.
Malone, T. W. (1981). Toward a theory of intrinsically motivating instruction. Cognitive Science, 5(4), 333-369.
Lawrence, G. H. (1986). Using computers for the treatment of psychological problems. Computers in Human Behavior, 2(1), 43-62.
Sherry, J., & Lucas, K. (2003). Video Game Uses and Gratifications as Predictors of Uses and Game Preference. Presented at the Annual Meeting of the International Communication Association, San Diego, CA
University of Wisconsin – Madison (2004). Video games and the future of learning. Madison, WI: Shaffer, D. W., Squire, K. R., Halverson, R., & Gee, J. P.
Griffiths, M. D. (1999). Violent video games and aggression: A review of the literature. Aggression and Violent Behavior, 4(2), 203-212.
Adams, J., & White, M. (2005). Why don't stage-based activity promotion interventions work? Health Education Research, 20(2), 237-243.
"Eduweb develops award-winning digital learning games and interactives about art, history, science and technology.
"The [IEEE Communications] Society sponsors publications, conferences, educational programs, local activities, and technical committees that foster original work in all aspects of communications sc
"National Central University [in Taiwan] has endeavored to pursue the quality teaching. We encourage our students to cultivate the appreciation for art and science in addition to their specialties."
Publisher of the game My Student Body and more, "The National Institutes of Health (NIH), a part of the U.S. Department of Health and Human Services, is the primary Federal agency for conducting and supporting medical research."
"In the Fall of 1997, [Rutgers] Communication faculty members Linda Lederman and Lea Stewart worked with Lisa Laitman, Fern Goodhart, and Richard Powell, health educators and substance abuse counse
"The Education Arcade explores games that promote learning through authentic and engaging play.
"Torus Knot Software Ltd is a small company which since 2004 has provided products and services for several markets, including real-time 3D rendering and tools for Mac OS X."
“Vienna’s annual Games Conference FROG brings together leading game studies researchers, game designers, players, and education professionals from around the world.”



































