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Results 1 - 20 of 1,882  for All Library Resources

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1
Grandmaster level in StarCraft II using multi-agent reinforcement learning
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Grandmaster level in StarCraft II using multi-agent reinforcement learning

Nature (London), 2019-11, Vol.575 (7782), p.350-354 [Peer Reviewed Journal]

COPYRIGHT 2019 Nature Publishing Group ;COPYRIGHT 2019 Nature Publishing Group ;Copyright Nature Publishing Group Nov 14, 2019 ;ISSN: 0028-0836 ;EISSN: 1476-4687 ;DOI: 10.1038/s41586-019-1724-z ;PMID: 31666705

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2
Action video game play facilitates the development of better perceptual templates
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Action video game play facilitates the development of better perceptual templates

Proceedings of the National Academy of Sciences - PNAS, 2014-11, Vol.111 (47), p.16961-16966 [Peer Reviewed Journal]

copyright © 1993–2008 National Academy of Sciences of the United States of America ;Copyright National Academy of Sciences Nov 25, 2014 ;ISSN: 0027-8424 ;EISSN: 1091-6490 ;DOI: 10.1073/pnas.1417056111 ;PMID: 25385590

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3
Constructionist Gaming: Understanding the Benefits of Making Games for Learning
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Constructionist Gaming: Understanding the Benefits of Making Games for Learning

Educational psychologist, 2015-10, Vol.50 (4), p.313-334 [Peer Reviewed Journal]

The Author(s). Published with license by Taylor & Francis © Yasmin B. Kafai and Quinn Burke 2015 ;ISSN: 0046-1520 ;EISSN: 1532-6985 ;DOI: 10.1080/00461520.2015.1124022

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4
Enhancing Attentional Control: Lessons from Action Video Games
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Enhancing Attentional Control: Lessons from Action Video Games

Neuron (Cambridge, Mass.), 2019-10, Vol.104 (1), p.147-163 [Peer Reviewed Journal]

2019 Elsevier Inc. ;Copyright © 2019 Elsevier Inc. All rights reserved. ;2019. Elsevier Inc. ;ISSN: 0896-6273 ;EISSN: 1097-4199 ;DOI: 10.1016/j.neuron.2019.09.031 ;PMID: 31600511

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5
Are Games Effective Learning Tools? A Review of Educational Games
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Are Games Effective Learning Tools? A Review of Educational Games

Educational Technology & Society, 2018-04, Vol.21 (2), p.74-84 [Peer Reviewed Journal]

COPYRIGHT 2018 International Forum of Educational Technology & Society ;COPYRIGHT 2018 International Forum of Educational Technology & Society ;2018. This work is published under https://creativecommons.org/licenses/by-nc-nd/3.0/ (the “License”). Notwithstanding the ProQuest Terms and Conditions, you may use this content in accordance with the terms of the License. ;ISSN: 1176-3647 ;ISSN: 1436-4522 ;EISSN: 1436-4522

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6
Mastering Atari, Go, chess and shogi by planning with a learned model
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Mastering Atari, Go, chess and shogi by planning with a learned model

Nature (London), 2020-12, Vol.588 (7839), p.604-609 [Peer Reviewed Journal]

COPYRIGHT 2020 Nature Publishing Group ;Copyright Nature Publishing Group Dec 24-Dec 31, 2020 ;ISSN: 0028-0836 ;EISSN: 1476-4687 ;DOI: 10.1038/s41586-020-03051-4 ;PMID: 33361790

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7
Action video games improve reading abilities and visual-to-auditory attentional shifting in English-speaking children with dyslexia
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Action video games improve reading abilities and visual-to-auditory attentional shifting in English-speaking children with dyslexia

Scientific reports, 2017-07, Vol.7 (1), p.5863-12, Article 5863 [Peer Reviewed Journal]

2017. This work is published under http://creativecommons.org/licenses/by/4.0/ (the “License”). Notwithstanding the ProQuest Terms and Conditions, you may use this content in accordance with the terms of the License. ;The Author(s) 2017 ;ISSN: 2045-2322 ;EISSN: 2045-2322 ;DOI: 10.1038/s41598-017-05826-8 ;PMID: 28725022

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8
Designing and integrating purposeful learning in game play: a systematic review
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Designing and integrating purposeful learning in game play: a systematic review

Educational technology research and development, 2016-04, Vol.64 (2), p.219-244 [Peer Reviewed Journal]

2016 Association for Educational Communications and Technology ;Association for Educational Communications and Technology 2015 ;COPYRIGHT 2016 Springer ;Association for Educational Communications and Technology 2016 ;ISSN: 1042-1629 ;EISSN: 1556-6501 ;DOI: 10.1007/s11423-015-9418-1

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9
From Skills to Symbols: Learning Symbolic Representations for Abstract High-Level Planning
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From Skills to Symbols: Learning Symbolic Representations for Abstract High-Level Planning

The Journal of artificial intelligence research, 2018-01, Vol.61, p.215-289 [Peer Reviewed Journal]

2018. Notwithstanding the ProQuest Terms and Conditions, you may use this content in accordance with the associated terms available at https://www.jair.org/index.php/jair/about ;ISSN: 1076-9757 ;EISSN: 1943-5037 ;DOI: 10.1613/jair.5575

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10
Rapid Improvement in Visual Selective Attention Related to Action Video Gaming Experience
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Rapid Improvement in Visual Selective Attention Related to Action Video Gaming Experience

Frontiers in human neuroscience, 2018-02, Vol.12, p.47-47 [Peer Reviewed Journal]

COPYRIGHT 2018 Frontiers Research Foundation ;2018. This work is licensed under http://creativecommons.org/licenses/by/4.0/ (the “License”). Notwithstanding the ProQuest Terms and Conditions, you may use this content in accordance with the terms of the License. ;Copyright © 2018 Qiu, Ma, Fan, Zhang, Li, Yan, Zhou, Li, Gong and Yao. 2018 Qiu, Ma, Fan, Zhang, Li, Yan, Zhou, Li, Gong and Yao ;ISSN: 1662-5161 ;EISSN: 1662-5161 ;DOI: 10.3389/fnhum.2018.00047 ;PMID: 29487514

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11
Student-centred digital game–based learning: a conceptual framework and survey of the state of the art
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Article
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Student-centred digital game–based learning: a conceptual framework and survey of the state of the art

Higher education, 2020-03, Vol.79 (3), p.415-457 [Peer Reviewed Journal]

The Author(s) 2019 ;COPYRIGHT 2020 Springer ;Higher Education is a copyright of Springer, (2019). All Rights Reserved. This work is published under https://creativecommons.org/licenses/by/4.0/ (the “License”). Notwithstanding the ProQuest Terms and Conditions, you may use this content in accordance with the terms of the License. ;ISSN: 0018-1560 ;EISSN: 1573-174X ;DOI: 10.1007/s10734-019-00417-0

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12
Mechanics and Experience in Call of Duty: Modern Warfare: Opportunities for Civic Empathy
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Article
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Mechanics and Experience in Call of Duty: Modern Warfare: Opportunities for Civic Empathy

Simulation & gaming, 2023-04, Vol.54 (2), p.167-183 [Peer Reviewed Journal]

The Author(s) 2023 ;ISSN: 1046-8781 ;EISSN: 1552-826X ;DOI: 10.1177/10468781231156187

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13
Digital Games as Media for Teaching and Learning: A Template for Critical Evaluation
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Article
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Digital Games as Media for Teaching and Learning: A Template for Critical Evaluation

Simulation & gaming, 2023-06, Vol.54 (3), p.348-374 [Peer Reviewed Journal]

The Author(s) 2023 ;info:eu-repo/semantics/openAccess ;ISSN: 1046-8781 ;ISSN: 1552-826X ;EISSN: 1552-826X ;DOI: 10.1177/10468781231166213

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14
Designing Serious Game Interventions for Individuals with Autism
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Article
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Designing Serious Game Interventions for Individuals with Autism

Journal of autism and developmental disorders, 2015-12, Vol.45 (12), p.3820-3831 [Peer Reviewed Journal]

Springer Science+Business Media New York 2014 ;COPYRIGHT 2015 Springer ;Springer Science+Business Media New York 2015 ;ISSN: 0162-3257 ;EISSN: 1573-3432 ;DOI: 10.1007/s10803-014-2333-1 ;PMID: 25488121 ;CODEN: JADDDQ

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15
The effects of competition in digital game-based learning (DGBL): a meta-analysis
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The effects of competition in digital game-based learning (DGBL): a meta-analysis

Educational technology research and development, 2020-08, Vol.68 (4), p.1855-1873 [Peer Reviewed Journal]

Association for Educational Communications and Technology 2020 ;COPYRIGHT 2020 Springer ;Association for Educational Communications and Technology 2020. ;ISSN: 1042-1629 ;EISSN: 1556-6501 ;DOI: 10.1007/s11423-020-09794-1

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16
Active video games and health indicators in children and youth: a systematic review
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Article
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Active video games and health indicators in children and youth: a systematic review

PloS one, 2013-06, Vol.8 (6), p.e65351-e65351 [Peer Reviewed Journal]

COPYRIGHT 2013 Public Library of Science ;COPYRIGHT 2013 Public Library of Science ;2013 LeBlanc et al. This is an open-access article distributed under the terms of the Creative Commons Attribution License: https://creativecommons.org/licenses/by/4.0/ (the “License”), which permits unrestricted use, distribution, and reproduction in any medium, provided the original author and source are credited. Notwithstanding the ProQuest Terms and Conditions, you may use this content in accordance with the terms of the License. ;2013 LeBlanc et al 2013 LeBlanc et al ;ISSN: 1932-6203 ;EISSN: 1932-6203 ;DOI: 10.1371/journal.pone.0065351 ;PMID: 23799008

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17
Beyond gamification: reconceptualizing game-based learning in early childhood environments
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Beyond gamification: reconceptualizing game-based learning in early childhood environments

Information, communication & society, 2014-05, Vol.17 (5), p.594-608 [Peer Reviewed Journal]

2013 The Author(s). Published by Taylor & Francis. 2013 ;ISSN: 1369-118X ;EISSN: 1468-4462 ;DOI: 10.1080/1369118X.2013.808365

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18
Role of the striatum in incidental learning of sound categories
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Article
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Role of the striatum in incidental learning of sound categories

Proceedings of the National Academy of Sciences - PNAS, 2019-03, Vol.116 (10), p.4671-4680 [Peer Reviewed Journal]

Copyright © 2019 the Author(s). Published by PNAS. ;Copyright National Academy of Sciences Mar 5, 2019 ;Copyright © 2019 the Author(s). Published by PNAS. 2019 ;ISSN: 0027-8424 ;EISSN: 1091-6490 ;DOI: 10.1073/pnas.1811992116 ;PMID: 30782817

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19
Computer game-assisted intructional model for teaching science in elementary school
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Computer game-assisted intructional model for teaching science in elementary school

Journal of physics. Conference series, 2021-07, Vol.1987 (1), p.12011 [Peer Reviewed Journal]

Published under licence by IOP Publishing Ltd ;2021. This work is published under http://creativecommons.org/licenses/by/3.0/ (the “License”). Notwithstanding the ProQuest Terms and Conditions, you may use this content in accordance with the terms of the License. ;ISSN: 1742-6588 ;EISSN: 1742-6596 ;DOI: 10.1088/1742-6596/1987/1/012011

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20
Development and Validation of a Parent-Based Program for Preventing Gaming Disorder: The Game Over Intervention
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Article
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Development and Validation of a Parent-Based Program for Preventing Gaming Disorder: The Game Over Intervention

International journal of environmental research and public health, 2019-06, Vol.16 (11), p.1984 [Peer Reviewed Journal]

2019. This work is licensed under https://creativecommons.org/licenses/by/4.0/ (the “License”). Notwithstanding the ProQuest Terms and Conditions, you may use this content in accordance with the terms of the License. ;2019 by the authors. 2019 ;ISSN: 1660-4601 ;ISSN: 1661-7827 ;EISSN: 1660-4601 ;DOI: 10.3390/ijerph16111984 ;PMID: 31167457

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