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A learning and training game, 3D Reseaux teaches civil engineers and construction workers about the risks of working near underground networks.
"Geared toward 3rd to 5th grade students with social-behavioral problems, Adventures aboard the S.S.GRIN links the worlds of social skills training and interactive technology.
Alcohol 101 Plus, available at no charge, was created in response to the growing concern over the unsafe consumption of alcohol on college campuses.
"New health games based upon the popular Jeopardy game are beginning to gain momentum among students, as they learn while having fun.
"In partnership with the UVM College of Medicine and Dr.
This virtual game was developed to help train dental students in decision-making, diagnosis, and treatment protocols. In this realistic 3D environment, students and dental professionals can practice dental procedures and improve their skills.
"Students use scientific inquiry by engaging in true-to-life drug related mysteries while learning about the science behind alcohol, tobacco, inhalants and other drugs — all while having fun!"
"Genomics Digital Lab (GDL) is an award winning, integrated on-line learning environment where users experience the world of biology through immersive discovery-based learning.
“Learn about the history of biology, people and events, and the impact discoveries have had on society, ethics, politics and culture, then and now - through a fun, interactive scavenger hunt!
HumanSim is a simulation game for the PC designed to train and educate healthcare professionals in the areas of decision-making and assessment of patients during life-threatening situations.
"Imagine That! is a Simulation Game of Drinking-Related Choices created by Linda C. Lederman, Ph. D. Rutgers University."
This free, downloadable game teaches about the immune system and is targeted to high school and college students.
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.
"Mirror Image tells the story of teenagers Sheena and Megan, best friends who are victimized by a criminal who uses the Internet to lure young women with promises of modeling contracts and online r
Missing teaches players about the risks of interacting with strangers on the Internet. The game presents a story about a kid who went missing after leaving to meet a person they had met online.
My Student Body is an online game that focuses on issues that many college students face including drug and alcohol abuse, stress, and sexual health. The game provides information about getting help.
This free, online collection of interactive games, puzzles, and activities was designed by the National Geographic Society to help children prepare for their schoolwork.
Prongo is a web site that offers free educational activities, puzzles, and games for young students. Players can choose among a variety of math, logic, and cognition games.
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
RU SURE? is a simulation game designed to engage students in thinking about their drinking. Players of this game will be faced with making alcohol-related decisions that can lead to serious consequences.
Super Sleuths is an educational game designed to teach seventh grade students about science and scientific exploration.
"TeachTown: Basics Classroom combines computer lessons with offline activities for students who are developmentally 2 to 7 years old.
“In this game, you are a trainee soldier of the Immune System Defense Forces, defending a human against bacterial infection. You have two missions to complete.
This game allows the player to “experience and react to realistic patient encounters that require quick clinical responses, just like a real medical clinic.” The player will look at photographs of
“Transcription Hero is an educational game where you get to play the role of RNA Polymerase!
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.
Anand, V. (2007). A study of time management: The correlation between video game usage and academic performance markers. Cyberpsychology and Behavior, 10(4), 552-559.
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.
Siegel, S. R., Haddock, B. L., Dubois, A. M., & Wilkin, L. D. (2009). Active video/arcade games (exergaming) and energy expenditure in college students. International Journal of Exercise Science, 2(3), 165-174.
Horn, E., Jones, H. A., & Hamlett, C. (1991). An investigation of the feasibility of a video game system for developing scanning and selection skills. Journal of the Association for Persons with Severe Handicaps, 16(2), 108-115.
Software & Information Industry Association. (2009). Best practices for using games & simulations in the classroom: Guidelines for K-12 educators. Washington, DC: Wilson, L.
Rosenberg, B. H., Landsittel, D., & Averch, T. D. (2005). Can video games be used to predict or improve laparoscopic skills? Journal of Endourology, 19(3), 372-376.
Ogletree, S. M., & Drake, R. (2007). College students' video game participation and perceptions: Gender differences and implications. Sex Roles, 56(7-8), 537-542.
Sun, D. L., Ma, N., Bao, M., Chen, X. C., & Zhang, D. R. (2008). Computer games: A double-edged sword? Cyberpsychology and Behavior, 11(5), 545-548.
Hobbs, L. J., & Yan, Z. (2008). Cracking the walnut: Using a computer game to impact cognition, emotion, and behavior of highly aggressive fifth grade students. Computers in Human Behavior, 24(2), 421-438.
Roubidoux, M. A., Chapman, C. M., & Piontek, M. E. (2002). Development and evaluation of an interactive web-based breast imaging game for medical students. Academic Radiology, 9(10), 1169-1178.
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.
Bhoopathi, P. S., & Sheoran, R. (2006). Educational games for mental health professionals. Cochrane Database of Systematic Reviews, (2).
Blakely, G., Skirton, H., Cooper, S., Allum, P., & Nelmes, P. (2009). Educational gaming in the health sciences: Systematic review. Journal of Advanced Nursing, 65(2), 259-269.
Dorval, M., & Pepin, M. (1986). Effect of playing a video game on a measure of spatial visualization. Perceptual and Motor Skills, 62(1), 159-162.
Hart, G. M., Johnson, B., Stamm, B., Angers, N., Robinson, A., Lally, T., & Fagley, W. H. (2008). Effects of video games on adolescents and adults. Cyberpsychology and Behavior, 12(1), 63-65.
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.
Sell, K., Lillie, T., & Taylor, J. (2008). Energy expenditure during physically interactive video game playing in male college students with different playing experience. Journal of American College Health, 56(5), 505-511.
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.
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.
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.
Dworak, M., Schierl, T., Bruns, T., & Struder, H. K. (2007). Impact of singular excessive computer game and television exposure on sleep patterns and memory performance of school-aged children. Pediatrics, 120(5), 978-985.
Goran, M. I., & Reynolds, K. (2005). Interactive multimedia for promoting physical activity (IMPACT) in children. Obesity Research, 13(4), 762-771.
Jones, S. (2003). Let the Games Begin: Gaming Technology and Entertainment Among College Students. Pew Internet and American Life Project, Washington, D.C.
Stoffregen, T. A., Faugloire, E., Yoshida, K., Flanagan, M. B., & Merhi, O. (2008). Motion sickness and postural sway in console video games. Human Factors, 50(2), 322-331.
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.
Morlock, H., Yando, T., & Negolean, K. (1985). Motivation of video game players. Psychological Reports, 57(1), 247-250.
Wang, C. K., Khoo, A., Liu, W. C., & Divaharan, S. (2008). Passion and intrinsic motivation in digital gaming. Cyberpsychology and Behavior, 11(1), 39-45.
Feng, J., Spence, I., & Pratt, J. (2007). Playing an action video game reduces gender differences in spatial cognition. Psychological Science, 18(10), 850-855.
Bosworth, K., Espelage, D., DuBay, T., Daytner, G., & Karageorge, K. (2000). Preliminary evaluation of a multimedia violence prevention program for adolescents. American Journal of Health Behavior, 24(4), 268-280.
Funk, J. B. (1993). Reevaluating the impact of video games. Clinical Pediatrics, 32(2), 86-90.
Wack, E., & Tantleff-Dunn, S. (2009). Relationships between electronic game play, obesity, and psychosocial functioning in young men. Cyberpsychology and Behavior, 12(2), 241-244.
Latessa, R., Harman, J. H., Hardee, S., & Scmidt-Dalton, T. (2004). Teaching medicine using interactive games: Development of the "Stumpers" quiz show game. Family Medicine, 36(9), 616.
Schank, R., Fano, A., Bell, B., & Jona, M. (1993). The design of goal-based scenarios. Journal of the Learning Sciences, 3(4), 305-345.
Sherer, M. (1998). The effect of computerized simulation games on the moral development of junior and senior high-school students. Computers in Human Behavior, 14(2), 375-386.
Griffiths, M. D., & Dancaster, I. (1995). The effect of type A personality on physiological arousal while playing computer games. Addictive Behaviors, 20(4), 543-548.
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.
Greenfield, P. M., Brannon, C., & Lohr, D. (1994). Two-dimensional representation of movement through three-dimensional space: The role of video game expertise. Journal of Applied Developmental Psychology, 15(1), 87-103.
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.
Hansen, M. M. (2008). Versatile, immersive, creative and dynamic virtual 3-D healthcare learning environments: A review of the literature. Journal of Medical Internet Research, 10(3), e26.
Gagnon, D. (1985). Videogames and spatial skills: An exploratory study. Educational Communication and Technology, 33(4), 263-275.
Stanney, K. M., Hale, K. S., Nahmens, I., & Kennedy, R. S. (2003). What to expect from immersive virtual environment exposure: Influences of gender, body mass index, and past experience. Human Factors, 45(3), 504-520.
Lim, S., & Lee, J. R. (2009). When playing together feels different: Effects of task types and social contexts on physiological arousal in multiplayer online gaming contexts. Cyberpsychology and Behavior, 12(1), 59-61.
"Jason Rutter's Digiplay Initiative is home to an online bibliography of research into digital/video/computer games. This research resource contains over 3000 references and is fully searchable for registered users."
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.
"Generation FIT is the premier solution for integrating Technology, Games and Software that provide Movement, Fitness, and ExerLearning (R) throughout your school (grades 3-12)."
Humana Games for Health develops health-related games and offers recent news, research, and links to play games that provide physical and mental workouts.
"Pharmacy related resources for the consumers, students, pharmacists, and health care professionals. Includes drug information, reliable links, and pharmacy school data."
"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
"Our purpose is to foster a membership community whose core values help them to catalyze the innovation and application of computer graphics and interactive techniques."
"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."
"We are a group of people who share the Centre's vision to improve health for all through information and communication technologies (ICTs)."
"The Centre for the International Business of Sport (CIBS) delivers high quality applied research, training, consultancy and networking outputs across a range of sports and in a number of different disciplines."
"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."
"CPL is an interdisciplinary lab and draws additional expertise from partner labs in Mayo Clinic, University of Texas Medical School, Methodist Hospital, and SUNY Buffalo.
"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."
"As the world’s leading provider of science and health information, Elsevier serves more than 30 million scientists, students and health and information professionals worldwide."
"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."
"Hindawi Publishing Corporation is a commercial publisher of peer-reviewed journals covering a wide range of academic disciplines.
The Ideal Institute of Information and Technology in Northeast Normal University is the organizer of the International Conference on eLearning and Game.
"The [IEEE Communications] Society sponsors publications, conferences, educational programs, local activities, and technical committees that foster original work in all aspects of communications sc
"Inderscience is a publisher of high quality peer-reviewed international journals..."
"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 Positive or Not, "mtvU is MTV Networks' Peabody and Emmy Award-winning 24-hour college network-the largest and most comprehensive media network just for college students."
"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."
"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."
"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."
"I originally designed the educational games in this site for my own students. However, once I saw their growing popularity among children around the world, I decided to expand this site and create games for students everywhere."
"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."
"The Robert Wood Johnson Foundation seeks to improve the health and health care of all Americans.
"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.
"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."
"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."
"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.
"The International Society for Research on Internet Interventions (ISRII) is a non-profit organization of researchers whose focus is on the development and testing of various web-based health treat
"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."
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.
“The Summit will focus on how interactive media and converging technologies are revolutionizing the way we live, learn, communicate and transact business.”
"The goal of Serious Games Showcase & Challenge is to identify innovative game-based technologies and solutions that improve training across all segments for individuals, groups and systems."




























































































































































































































































































































































