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Players see a picture of an intact human brain and then it gets scrambled. To win, players must put the parts of the brain back together correctly.
9th Inning is a free, online, baseball-themed quiz game designed to test players’ knowledge and understanding of nutrition. Each correct answer earns a homerun. Watch out because answering three questions wrong means you’re out!
Alcohol 101 Plus, available at no charge, was created in response to the growing concern over the unsafe consumption of alcohol on college campuses.
This group of free mini-games by the National Dairy Council focuses on healthy food choices and the benefits of good nutrition and portion control.
"Cosmo’s Learning Systems™ introduces an innovation in learning for children of developmental age 2-to-8 years with and without disabilities.
"Cosmo’s Play and Learn™ software was developed by a team of therapists and educators who recognized the tremendous need for children of developmental ages 2-to-8 with and without disabilities to h
Available for the PC, Dbaza’s Diabetes Education for Kids educational software was developed to help teach children basic principles of diabetes care and self-management.
Developed for young children for use on the PlayStation 2, Dinosaurs Shapes & Colors combines education and physical activity.
“During a political rally for Senator Lund, the unexpected happens - a Dirty Bomb!
Earn the Stars is a merit-based tool for educating, motivating, recognizing and rewarding children to make good choices about nutrition and participating in physical activities.
"In Brain Train, children learn to appreciate how special and unique the brain is. You’re shown a sequence of pairs of items. One item in each pair has a brain and one does not.
Fatworld is a game that focuses on the political side of nutrition. Players can learn about the role socioeconomics plays in the relationship between obesity and nutrition in the United States.
This role-playing game is aimed at adolescent girls at risk of obesity. It encourages players to follow the food groups and serving suggestions of each while getting ample amounts of physical activity daily.
FunBrain is a collection of free, online educational games for children and tweens designed to improve learning in a number of subjects including math, science, and vocabulary.
Gamequarium is a collection of free, online educational games for children. It is divided into sets according to grade level, subject, and content.
The Green Grocer Puzzler is designed to educate children about the importance of eating healthy and nutritious foods. The goal is to find grocery items using a few tips and clues. This is a free, online game.
The game GRIP was developed to help diabetic children better understand and manage their condition.
Idea Seekers Move & Match is a free online game designed to teach children about food and nutrition. The goal is for players to find and grab the healthy foods among a big mix up. A webcam is required to play this game.
"Imagine That! is a Simulation Game of Drinking-Related Choices created by Linda C. Lederman, Ph. D. Rutgers University."
Developed by several universities, Let’s Talk About It is an interactive game that focuses on the perceptions college students have about campus drinking behaviors.
"The Mosquito and Parasite educational games and related reading, are based on the 1902 and 1907 Nobel Prize in Physiology or Medicine.
MyPyramid Blast Off, a free, online game developed by the U.S. Department of Agriculture, educates players about the importance of making healthy food choices.
This free, online collection of interactive games, puzzles, and activities was designed by the National Geographic Society to help children prepare for their schoolwork.
Rats and mice have invaded diabetes summer camp and it is up to our diabetic elephant heroes, Packy & Marlon, to find food and diabetes supplies to save the camp. In four simulated days
Playnormous.com is a web site for children that offers free health games that focus on nutrition and healthy eating habits.
In a side-scrolling Nintendo console adventure game, players guide experimental surgeon Rex Ronan as he shrinks to near-microscopic size, enters the body of his patient who is dying from tobacco-
River City is an educational game developed by the National Science Foundation for middle school students that focuses on teamwork and using the scientific method to help solve a mysterious health
"In contrast to other programs that focus primarily on in-school behaviors, My Community is all about enhancing a child's social skills and personal safety in the larger world outside the classroom
Preschool Playtime is a software program designed to help build appropriate social skills in young children.
"Preschool Playtime Volume 2 is an extension of the material covered in Preschool Playtime Volume 1, and reinforces appropriate peer interactions and play skills in toddlers and preschoolers.
"School Rules! Volume 2 takes up where School Rules! Volume 1 leaves off, teaching social interpretation skills during unstructured times when social rules are most challenging.
"A collaborative effort between Social Skill Builder and Michelle Garcia Winner & Pamela Crooke of Social Thinking.
SparkTop.org is a web site that offers free educational games, puzzles, activities, and exercises for children that learn differently or at a slower pace.
Super Sleuths is an educational game designed to teach seventh grade students about science and scientific exploration.
"Symptom Scenes is an arcade game featuring a cast of cute characters suffering from Meningitis or Septicaemia. It's a race against time to recognize the symptoms and save as many as you can!
Secret agents are on a mission to uncover information about asthma management in The Asthma Files.
“In an effort to further raise awareness, Dutch researchers have created a game that challenges players to control a new pandemic.
"When a legendary ancient king returns to enslave the world, a young boy named Oz must awaken the hero within.
"Nonprofit medicine research and education company The Cooper Institute is fighting childhood obesity with The Quest to Lava Mountain, an educational game targeted at grade school children.
Toy Pals Fun with Numbers is an exergame for the PlayStation 2 designed to engage young children in simultaneous learning and physical activity.
Uncovering the Mysteries of Bone Marrow is a free, online interactive game about bone marrow and common treatments for leukemia such as biopsies, transplants, and aspirations.
Watch, Discover, Think, and Act is a computer game designed to educate children about how to properly manage their asthma.
"Whyville was launched in 1999 as a virtual city for engaging young people in constructive educational activities while promoting socially responsible behavior.
Flack, S. R. & McGhee, J. B. (2007). 3-D computer visualisation and animation in clinical care. In ACM SIGGRAPH 2007 Educators Program (San Diego, California, August 05 - 09, 2007). SIGGRAPH '07. New York, NY: ACM.
Ke, F. (2008). A case study of computer gaming for math: Engaged learning from gameplay? Computers & Education, 151, 1609-1620.
Russell, W. D. (2009). A comparison of exergaming to traditional video games on children's mood, attention, and short-term memory. Missouri Journal of Health, Physical Education, Recreation & Dance, 19, 77-88.
Hussain, H., Enbi, Z. C., & Hashim, S. (2003). A conceptualized framework for edutainment. Informing Science.
Chan, P. A., & Rabinowitz, T. (2006). A cross-sectional analysis of video games and attention deficit hyperactivity disorder symptoms in adolescents. Annals of General Psychiatry, 5, 16.
Willoughby, T. (2008). A short-term longitudinal study of internet and computer game use by adolescent boys and girls: Prevalence, frequency of use, and psychosocial. Developmental Psychology, 44(1), 195-204.
Kroeze, W., Werkman, A., & Brug, J. (2006). A systematic review of randomized trials on the effectiveness of computer-tailored education on physical activity and dietary behaviors. Annals of Behavioral Medicine, 31(3), 205-223.
Greenfield, P. M., deWinstanley, P., Kilpatrick, H., & Kaye, D. (1994). Action video games and informal education: Effects on strategies for dividing visual attention. Journal of Applied Developmental Psychology, 15(1), 105-123.
Paperny, D. M., & Starn, J. R. (1989). Adolescent pregnancy prevention by health education computer games: Computer-assisted instruction of knowledge and attitudes. Pediatrics, 83(5), 742-752.
Calvert, S., Rideout, V., Woolard, J., Barr, R., & Strouse, G. (2005). Age, Ethnicity, and Socioeconomic Patterns in Early Computer Use. American Behavioral Scientist, 48(5), Georgetown University.
Kreuter, M. W., Oswald, D. L., Bull, F. C., & Clark, E. M. (2000). Are tailored health education materials always more effective than non-tailored materials? Health Education Research, 15(3), 305-315.
Software & Information Industry Association. (2009). Best practices for using games & simulations in the classroom: Guidelines for K-12 educators. Washington, DC: Wilson, L.
Hoppes, S. (1997). Can play increase standing tolerance?: A pilot-study. Physical and Occupational Therapy in Geriatrics, 15(1), 65-73.
Lennon, J. L., & Coombs, D. W. (2006). Child-invented health education games: A case study for dengue fever. Simulation and Gaming, 37(1), 88-97.
McDougall, J., & Duncan, M. J. (2008). Children, video games and physical activity: An exploratory study. International Journal on Disability and Human Development, 7(1), 89-94.
Ogletree, S. M., & Drake, R. (2007). College students' video game participation and perceptions: Gender differences and implications. Sex Roles, 56(7-8), 537-542.
Krichevets, A. N., Sirotkina, E. B., Yevsevicheva, I. V., & Zeldin, L. M. (1995). Computer games as a means of movement rehabilitation. Disability and Rehabilitation, 17(2), 100-105.
Krendl, K. A., & Lieberman, D. A. (1988). Computers and learning: A review of recent research. Journal of Educational Computing Research, 4(4), 367-389.
Anand, S., & Krosnick, J. A. (2005). Demographic predictors of media use among infants, toddlers, and preschoolers. American Behavioral Scientist, 48(5), 539-561.
Squire, K., Jenkins, H., Holland, W., Miller, H., O'Driscoll, A., Tan, K., & Todd, K. (2003). Design principles of next-generation digital gaming for education. Educational Technology, 43(5), 17-23.
DeShazo, J., Harris, L., Turner, A., & Pratt, W. (2010). Designing and remotely testing mobile diabetes video games. J Telemed Telecare, 16(7), 378-372.
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.
Kiili, K. (2005). Digital game-based learning: Towards and experimental gaming model. Internet and High Education, 8(1), 13-24.
Baranowski, T., Allen, D. D., Masse, L. C., & Wilson, M. (2006). Does participation in an intervention affect responses on self-report questionnaires? Health Education Research, 21(1), i98-i109.
Sims, V. K., & Mayer, R. E. (2002). Domain specificity of spatial expertise: The case of video game players. Applied Cognitive Psychology, 16(1), 97-115.
Green, C. S., & Bavelier, D. (2006). Effect of action video games on the spatial distribution of visuospatial attention. Journal of Experimental Psychology: Human Perception and Performance, 32(6), 1465-1478.
DeShazo, J., Harris, L., & Pratt, W. (2010). Effective intervention or child's play? A review of video games for diabetes education. Diabetes Technology & Therapeutics, 12(10), 815-822.
Effects of video game playing on measures of spatial performance: Gender effects in late adolescence
Okagaki, L., & Frensch, P. A. (1994). Effects of video game playing on measures of spatial performance: Gender effects in late adolescence. Journal of Applied Developmental Psychology, 15(1), 33-58.
Fu, F. L., Su, R. C., & Yu, S. C. (2009). EGameFlow: A scale to measure learners' enjoyment of e-learning games. Computers and Education, 52(1), 101-112.
Larsen, J. D., & Kozar, B. (2005). Evaluation of a computer administered alcohol education program for college students. Journal of Alcohol and Drug Education, 49(4), 69-83.
Kebritchi, M., & Hirumi, A. (2008). Examining the pedagogical foundations of modern educational computer games. Computers and Education, 51(4), 1729-1743.
Coles, D. C., Strickland, D. C., Padgett, L., & Bellmoff, L. (2007). Games that "work:" Using computer games to teach alcohol-affected children about fire and street safety. Research in Development Disabilities, 28(5), 518-530.
Hoeft, F., Watson, C. L., Kesler, S. R., Bettinger, K. E., & Reiss, A. L. (2007). Gender differences in the mesocorticolimbic system during computer game-play. Journal of Psychiatric Research, 42(4), 253-258.
Bryce, J. O., & Rutter, J. (2003). Gender dynamics and the social and spatial organization of computer gaming. Leisure Studies, 22(1), 1-15.
Jenson, J., & De Castell, S. (2008). Get up and play!: From simulation to imitation in digital games. Education Canada, 48(2), 40-44.
Bandura, A. (2004). Health promotion by social cognitive means. Health Education and Behavior, 31(2), 143-164.
Yang, S. P., Smith, B. K., & Graham, G. M. (2008). Healthy video gaming: Oxymoron or possibility? Innovate: Journal of Online Education, 4(4).
Terlecki, M. S., & Newcombe, N. S. (2005). How important is the digital divide?: The relation of computer and videogame usage to gender differences in mental rotation ability. Sex Roles, 53(39939), 433-441.
Shaw, R., Grayson, A., & Lewis, V. (2009). Inhibition, ADHD, and computer games: The inhibitory performance of children with adhd on computerized tasks and games. Journal of Attention Disorders, 8(4), 160-168.
Goran, M. I., & Reynolds, K. (2005). Interactive multimedia for promoting physical activity (IMPACT) in children. Obesity Research, 13(4), 762-771.
Krishna, S., Francisco, B. D., Balas, E. A., Konig, P., Graff, G. R., & Madsen, R. W. (2003). Internet-enabled interactive multimedia asthma education program: A randomized trial. Pediatrics, 111(3), 503-510.
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.
Schneider, M., Dunton, G. F., & Cooper, D. M. (2007). Media use and obesity in adolescent females. Obesity, 15(9), 2338-2335.
Stroud, L. C., Amonette, W. E., & Dupler, T. L. (2010). Metabolic responses of upper-body accelerometer-controlled video games in adults. Applied Physiology, Nutrition, and Metabolism, 35(5), 643-649.
Staiano, A. E., Abraham, A. A., & Calvert, S. L. (2012). Motivating effects of cooperative exergame play for overweight and obese adolescents. Journal of Diabetes Science and Technology, 6(4), 812-819.
Overweight/obesity and factors associated with body mass index during adolescence: The VYRONAS study
Brug, J., Oenema, A., & Campbell, M. (2003). Past, present, and future of computer-tailored nutrition education. American Journal of Clinical Nutrition, 77(4), 1028S-1034S.
Muller, A. A., & Perlmutter, M. (1985). Preschool children's problem-solving interactions at computers and jigsaw puzzles. Journal of Applied Developmental Psychology, 6(2), 173-186.
Bransford, J. D., & Schwartz, D. L. (1999). Rethinking transfer: A simple proposal with multiple implications. Review of Research in Education, 24, 61-100.
Rey-Lopez, L. P., Vicente-Rodriguez, G., Biosca, M., & Moreno, L. A. (2007). Sedentary behaviour and obesity development in children and adolescents. Nutrition, Metabolism, and Cardiovascular Diseases, 18(3), 242-251.
Miller, G. (2005). Society for neuroscience meeting: Computer game sharpens aging minds. Science, 310(5752), 1261.
Green, C. S., & Bavelier, D. (2006). The cognitive neuroscience of video games. In P. Messaris & L. Humphreys (Eds.), Digital media: Transformations in human communication (pp. 211-223). New York: Peter Lang.
Griffiths, M. (2002). The educational benefits of videogames. Education and Health, 20(3), 47-51.
Irvine, A. B., Ary, D. V., Grove, D. A., & Gilfillan-Morton, L. (2004). The effectiveness of an interactive multimedia program to influence eating habits. Health Education Research, 19(3), 290-305.
Blumberg, F. C. (2000). The effects of children's goals for learning on video game performance. Journal of Applied Developmental Psychology, 21(6), 641-653.
Fogel, V. A., Miltenberger, R. G., Graves, R., & Koehler, S. (2010). The effects of exergaming on physical activity among inactive students in a physical education classroom. Journal of Applied Behavioral Analysis, 43(4), 591-600.
Din, F. S., & Calao, J. (2001). The effects of playing educational video games on kindergarten achievement. Child Study Journal, 31(2), 95-102.
Dustman, R. E., Emmerson, R. Y., Steinhaus, L. A., Shearer, D. E., & Dustman, T. J. (1992). The effects of videogame playing on neuropsychological performance of elderly individuals. Journal of Gerontology, 47(3), 168-171.
Mellecker, R. R., McManus, A. M., Lanningham-Foster, L. M., & Levine, J. A. (2009). The feasibility of ambulatory screen time in children. International Journal of Pediatric Obesity, 4(2), 106-111.
Sonneville, K. R., & Gortmaker, S. L. (2008). Total energy intake, adolescent discretionary behaviors and the energy gap. International Journal of Obesity, 32(S6), S19-S27.
Madej, K. (2003). Towards digital narrative for children: From education to entertainment: A historical perspective. ACM Computers in Entertainment, 1(1).
Thorell, L. B., Lindqvist, S., Nutley, S. B., Bohlin, G., & Klingberg, T. (2009). Training and transfer effects of executive functions in preschool children. Developmental Science, 12(1), 106-113.
Masendorf, F. (1995). Training learning-disabled children's spatial abilities by computer games. European Education, 27(2), 49-71.
Smith, I. (1993). Tuberculosis control learning games. Tropical Doctor, 23(3), 101-103.
Johnston, J. D., Massey, A. P., & Marker-Hoffman R. L. (2012). Using an alternate reality game to increase physical activity and decrease obesity risk of college students. Journal of Diabetes Science and Technology, 6(4), 828-838.
Thomas, R., Cahill, J., & Santilli, L. (1997). Using an interactive computer game to increase skill and self-efficacy regarding safer sex negotiation: Field test results. Health Education and Behavior, 24(1), 71-86.
Dorman, S. M. (1997). Video and computer games: Effect on children and implications for health education. Journal of School Health, 67(4), 133-138.
Griffiths, M. (2005). Video games and health. British Medical Journal, 331, 122-123.
Harris, M. B., & Williams, R. (1985). Video games and school performance. Education, 105(3), 306-309.
Greenfield, P. M. (1994). Video games as cultural artifacts. Journal of Applied Developmental Psychology, 15(1), 3-12.
Mayo, M. J. (2009). Video games: A route to large-scale STEM education? Science, 323(5910), 79-82.
Kirriemuir, J. (2002). Video gaming, education, and digital learning technologies: Relevance and opportunities. D-Lib Magazine, 8(2).
Yalon-Chamovitz, S., & Weiss, P. L. (2008). Virtual reality as a leisure activity for young adults with physical and intellectual disabilities. Research in Developmental Disabilities, 29(3), 273-287.
Adams, J., & White, M. (2005). Why don't stage-based activity promotion interventions work? Health Education Research, 20(2), 237-243.
Wright, K. (2001). Winning brain waves: Can custom-made video games help kids with attention deficit disorder? Discover, 22(3), 25.
Rideout, V., Vandewater, E., & Wartella, E. (2003). Zero to Six: Electronic Media in the Lives of Infants, Toddlers, and Preschoolers. The Henry J. Kaiser Foundation Report, Menlo Park, CA.
Crumple It Up, Another Humana Innovation, offers this blog that focuses on health innovation, health technology, and personal journeys.
Game Career Guide presents information about education and careers in the gaming industry. It includes a list of schools that offer programs in game design and a “Digital Counselor” service.
The University of Nebraska Medical Center provides an index that directs users to sites around the web that provide general medical images.
RightHealth offers listings of web resources including blogs, forums, news, videos, and images about nutrition games.
Unreal Engine 2 provides numerous features and tools for game creation and modding. This engine can also be applied to other non-gaming projects such as training simulations, education, and more.
"Established in 1992, A K Peters has grown into a respected publisher that provides a sustainable service to the scientific community by publishing high-quality material and optimizing distributi
"The American Academy of Forensic Sciences is a multi-disciplinary professional organization that provides leadership to advance science and its application to the legal system.
"The American Dietetic Association is the world's largest organization of food and nutrition professionals. ADA is committed to improving the nation's health and advancing the profession of dietetics through research, education and advocacy."
"The Apple Products Research and Education Council is a non-profit coaliton of companies that make and supply products for the processed apples industry."
"The Arizona Nutrition Network (AzNN) is a public and private partnership led by the Arizona Department of Health's Bureau of USDA Nutrition Programs.
At Ayogo, we’re helping people change their lives, one fun social game at a time.
"We are a digital media entertainment company in Columbia, Maryland, focused on creating fun, educational games.
"Bravehearts aims to 'Break the Silence', provide healing and support, engender child sexual assault prevention and protection strategies; advocate for understanding and promote increased education
"For more than 125 years, Champlain College — a private college located in Burlington, Vermont — has focused on offering a career-accelerating education that leads to real opportunities in the marketplace."
"Cogswell College is a prestigious institution offering technology-driven and innovative degree programs in digital arts, fire science, and engineering."
"The Dairy Council of California helps to improve the lives of millions of Californians each year through nutrition education.
"At Digital Praise, Inc. we believe that children's games can be fun, exciting and engaging while encouraging positive values such as responibility, forgiveness, and kindness.
"Digital Public is an award winning consultancy that specialises in helping organisations design and launch new services.
"Discovery Communications is the world's number one nonfiction media company reaching more than 1.5 billion cumulative subscribers in over 180 countries.
"Founded in Hawaii in 1851, Dole Food Company, Inc., with 2007 revenues of $6.9 billion, is the world's largest producer and marketer of high-quality fresh fruit and fresh vegetables.
"Douglas Twitchell is a ventriloquist, mathematician, science teacher, musician, painter, web designer, software developer, Bible teacher, camp pastor, and photographer. A sort of jack of all trades."
"Edison Community College provides learning opportunities that enable and empower citizens, commerce, and communities in Darke, Miami and Shelby counties."
"Edmonds Community College is a leader in providing quality opportunities for learning and service, responding to the dynamic needs of our diverse community."
"Eduweb develops award-winning digital learning games and interactives about art, history, science and technology.
"The Emergent Media Center is an academic center whose mission is to educate and inspire next generation media creators and leaders by addressing and creating solutions to the "wicked problems" fac
"The Fashion Institute of Technology prepares students for professional excellence in design, fashion, and business by providing the premier educational experience that fosters creativity, career focus, and a global perspective."
"Award-winning game developer, Catherine Frederico combined her photographic talents and her creative energy with her background as a Nutrition Scientist and Registered Dietitian to create the firs
"Global Kids, Inc. is a nationally recognized leader in using digital media to promote global awareness and youth civic engagement.
"With more than 20 years of experience, HCPro, Inc., is a leading provider of integrated information, education, training, and consulting products and services in the vital areas of healthcare regu
"Health Hero Network is a leading innovator of technology solutions for remote health monitoring and management.
"Hindawi Publishing Corporation is a commercial publisher of peer-reviewed journals covering a wide range of academic disciplines.
"Inderscience is a publisher of high quality peer-reviewed international journals..."
"IRMA is an international organization dedicated to advancing the research community by bringing together researchers, practitioners, academicians, and policy makers in information technology man
"The Interactive Media Institute (IMI) is a 501c3 non-profit organization working to further the application of advanced technologies for patient care.
Developer of the game Inner G, "The International Food Information Council Foundation is dedicated to the mission of effectively communicating science-based information on health, food safety and nutrition for the public good."
"Legacy Interactive® is a seasoned developer of innovative simulations and games on all major interactive platforms.
"Known for its innovation and its visionary thinking, Lone Star College System is the largest institution of higher education in the Houston area and the fastest growing community college system in Texas."
Developer of the game At-Risk, "Mental Health Association of New York City (MHA-NYC) is a nonprofit organization that addresses mental health needs in New York City and across the nation.
"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."
Developer of many games including the Brains Rule Games and Sara’s Quest, "NIDA's mission is to lead the Nation in bringing the power of science to bear on drug abuse and addiction."
"As the leader in technical career education in Southeastern New England, New England Tech is a private, non-profit technical college offering Associate’s and Bachelor’s Degrees in over 30 progra
"Media Productions primarily focuses on providing instructional design and educational media development for NMSU's numerous statewide outreach programs in partnerships with other campus-wide, regional and national faculty and programs."
"Northwestern College is a private Christian liberal arts college in St. Paul, Minnesota. Since 1902, Northwestern has been committed to providing Christ-centered, academically excellent education for men and women from around the world."
"Nottingham has a student population of 10% and is the fastest-growing city in the UK for job creation. We are a leading UK university for employability with 95% of our students in employment or further study six months after graduating."
"Nourish Interactive is your free one stop resource for fun nutrition games for kids, interactive nutrition tools and tips for parents and health educators to use to promote healthy living for the whole family."
"Numedeon, Inc. is the proud creator of Whyville.net, the leading educational virtual world for children ages 8 to 15. Whyville was launched in 1999 by Numedeon, Inc.
"The OCCDLA is an association that aims to strengthen the professional practice and continuous improvement of distance education in Oregon through facilitation of an open exchange of knowledge and sharing of experiences."
"Otis College of Art and Design is an art and design college in Los Angeles, California."
"Pacific Science Center inspires a lifelong interest in science, math and technology by engaging diverse communities through interactive and innovative exhibits and programs."
"Educating 100 million people worldwide, Pearson is the global leader in educational publishing, providing scientifically research-based print and digital programs to help students learn at their own pace, in their own way."
"Pensacola State College, formerly known as Pensacola Junior College, is a public state college in Pensacola, Florida, and a member institution of the Florida College System."
"Purdue University in West Lafayette is the main campus of the Purdue University System in Indiana. As the home to over 41,000 students, the campus is a city unto itself that offers over 200 academic programs for undergraduates."
"Ringling College of Art and Design is a private, not-for-profit, fully accredited college offering the Bachelor's degree in 14 disciplines."
"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
"Whether it is for university transfer preparation, career training, or personal development, Santa Ana College is your best choice for advancement! SAC has a reputation for excellence and
"Offering more degree programs and specializations than any other art and design university, SCAD is uniquely qualified to prepare talented students for professional, creative careers."
"The Scheller Teacher Education Program is involved in research, prototyping, development, implementation, and professional development around new technologies in education.
"The School Food Trust was established by the Department for Education and Skills in September 2005.
"School of Visual Arts (SVA) is a college of art and design whose mission is to educate students who aspire to become professional artists or to work in arts' many related fields."
"The Serious Games Initiative is focused on uses for games in exploring management and leadership challenges facing the public sector.
"SimHealth Consulting Services, LLC, was founded in 2005 by leaders in the areas of simulation programs, facility implementations and curriculum design.
"At Smart Picks, our goal is to provide highly effective, high quality interactive teaching tools to help the public live better by making healthier food choices.
"The Society of Behavioral Medicine is a multidisciplinary organization of clinicians, educators, and scientists dedicated to promoting the study of the interactions of behavior with biology and th
"Southern Adventist University is a co‑educational institution established by the Seventh‑day Adventist Church, offering master’s, baccalaureate, and associate degrees, and one-year certificates."
"SSD COMPANY LIMITED was founded in 1995 with a vision of bringing innovative or new-generation products into the world. In fact, our company name "Shinsedai" means "new generation" in English.
"At SuperBetter Labs, we apply technology and design to empower individuals and communities to lead epic lives. Epic lives are about whole-hearted engagement with joy and challenge.
"The AbleGamers Foundation is dedicated to bring greater accessibility in the digital entertainment space so that people with disabilities can gain a greater quality of life, and develop a rich social life that gaming can bring."
"The Art Institute of California — Los Angeles is an educational institution for career preparation in the visual and culinary arts. The Art Institute of California — Los Angeles is a member of The Art Institutes system."
"Conveniently located in downtown Minneapolis, The Art Institutes International Minnesota is the college for creative minds.
"The Education Arcade explores games that promote learning through authentic and engaging play.
"UC Santa Cruz is a public university like no other in California, combining the intimacy of a small, liberal arts college with the depth and rigor of a major research university."
"The oldest and largest private university in the Rocky Mountain region, DU offers innovative and rigorous undergraduate, graduate and professional programs."
"The University of Illinois is among the preeminent public universities of the nation and strives constantly to sustain and enhance its quality in teaching, research, public service and economic development. "
"The University of Illinois at Urbana-Champaign is the proud home of one of the largest and richest public research library collections in North America. Our 24 million items, the vast majori
"The University of Louisiana at Lafayette, the largest member of the University of Louisiana System, is a public institution of higher education offering bachelor’s, master’s, and doctoral degrees."
Developer of the game Watch, Discover, Think, and Act, "The University of Texas Health Science Center at Houston (UTHealth) was created by the U.T. System Board of Regents and supported by the Texas Legislature in 1972.
"As one of the preeminent research universities in the world, the U offers students a transformative education that sets the foundation for a lifetime of success, innovative ideas and healthy participation in a global community."
WaveQuest, Inc. was a game developer specializing in serious and edutainment games.
"ZMQ Software Systems is a dedicated eLearning, Gaming and Edutainment Company.
This conference, the International Conference on eLearning and Game, gives researchers, practitioners, and academics the opportunity to come together and share research findings and advances in e-learning and games.
Serious Games on the Move International Conference focuses on the production of games that can be used for more than just entertainment and seeks to explore game software applications for education and training purposes.
“Vienna’s annual Games Conference FROG brings together leading game studies researchers, game designers, players, and education professionals from around the world.”











































































































































































































































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