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Results 1 - 20 of 63  for All Library Resources

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1
Effects of Pathological Gaming on Aggressive Behavior
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Article
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Effects of Pathological Gaming on Aggressive Behavior

Journal of youth and adolescence, 2011-01, Vol.40 (1), p.38-47 [Peer Reviewed Journal]

The Author(s) 2010 ;2015 INIST-CNRS ;Copyright Springer Science & Business Media Jan 2011 ;ISSN: 0047-2891 ;EISSN: 1573-6601 ;DOI: 10.1007/s10964-010-9558-x ;PMID: 20549320 ;CODEN: JYADA6

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2
The Additive Effect of CBT Elements on the Video Game ‘Mindlight’ in Decreasing Anxiety Symptoms of Children with Autism Spectrum Disorder
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The Additive Effect of CBT Elements on the Video Game ‘Mindlight’ in Decreasing Anxiety Symptoms of Children with Autism Spectrum Disorder

Journal of autism and developmental disorders, 2022-01, Vol.52 (1), p.150-168 [Peer Reviewed Journal]

The Author(s) 2021 ;2021. The Author(s). ;COPYRIGHT 2022 Springer ;The Author(s) 2021. 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. ;ISSN: 0162-3257 ;EISSN: 1573-3432 ;DOI: 10.1007/s10803-021-04927-8 ;PMID: 33660138

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3
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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4
Video Game Use, Aggression, and Social Impairment in Adolescents with Autism Spectrum Disorder
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Video Game Use, Aggression, and Social Impairment in Adolescents with Autism Spectrum Disorder

Journal of autism and developmental disorders, 2023-09, Vol.53 (9), p.3567-3580 [Peer Reviewed Journal]

The Author(s) 2022 ;2022. The Author(s). ;The Author(s) 2022. 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. ;ISSN: 0162-3257 ;EISSN: 1573-3432 ;DOI: 10.1007/s10803-022-05649-1 ;PMID: 35821547

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5
Strategic Deception in Adults with Autism Spectrum Disorder
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Article
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Strategic Deception in Adults with Autism Spectrum Disorder

Journal of autism and developmental disorders, 2021-01, Vol.51 (1), p.255-266 [Peer Reviewed Journal]

The Author(s) 2020 ;COPYRIGHT 2021 Springer ;The Author(s) 2020. 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. ;ISSN: 0162-3257 ;EISSN: 1573-3432 ;DOI: 10.1007/s10803-020-04525-0 ;PMID: 32419043

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6
Gaming Disorder in Adults with Autism Spectrum Disorder
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Article
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Gaming Disorder in Adults with Autism Spectrum Disorder

Journal of autism and developmental disorders, 2022-06, Vol.52 (6), p.2762-2769 [Peer Reviewed Journal]

The Author(s) 2021 ;2021. The Author(s). ;COPYRIGHT 2022 Springer ;The Author(s) 2021. 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. ;ISSN: 0162-3257 ;EISSN: 1573-3432 ;DOI: 10.1007/s10803-021-05138-x ;PMID: 34184139

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7
Gamification of health professions education: a systematic review
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Article
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Gamification of health professions education: a systematic review

Advances in health sciences education : theory and practice, 2021-05, Vol.26 (2), p.683-711 [Peer Reviewed Journal]

The Author(s) 2020 ;COPYRIGHT 2021 Springer ;The Author(s) 2020. 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. ;ISSN: 1382-4996 ;EISSN: 1573-1677 ;DOI: 10.1007/s10459-020-10000-3 ;PMID: 33128662

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8
Enhancing adolescent reasoning skills through a video game program
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Article
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Enhancing adolescent reasoning skills through a video game program

Education and information technologies, 2023-10, Vol.28 (10), p.12737-12756 [Peer Reviewed Journal]

The Author(s) 2023. Springer Nature or its licensor (e.g. a society or other partner) holds exclusive rights to this article under a publishing agreement with the author(s) or other rightsholder(s); author self-archiving of the accepted manuscript version of this article is solely governed by the terms of such publishing agreement and applicable law. ;The Author(s) 2023. Springer Nature or its licensor (e.g. a society or other partner) holds exclusive rights to this article under a publishing agreement with the author(s) or other rightsholder(s); author self-archiving of the accepted manuscript version of this article is solely governed by the terms of such publishing agreement and applicable law. 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. ;ISSN: 1360-2357 ;EISSN: 1573-7608 ;DOI: 10.1007/s10639-023-11691-y

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9
Do pro-social video games promote moral activity?: an analysis of user reviews of Papers, Please
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Article
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Do pro-social video games promote moral activity?: an analysis of user reviews of Papers, Please

Education and information technologies, 2022-09, Vol.27 (8), p.11411-11442 [Peer Reviewed Journal]

The Author(s) 2022 ;COPYRIGHT 2022 Springer ;The Author(s) 2022. 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. ;ISSN: 1360-2357 ;EISSN: 1573-7608 ;DOI: 10.1007/s10639-022-11072-x

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10
Factors affecting the Acceptance of Video Games as a Tool to improve students’ academic performance in Physical Education
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Article
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Factors affecting the Acceptance of Video Games as a Tool to improve students’ academic performance in Physical Education

Education and information technologies, 2023-05, Vol.28 (5), p.5717-5737 [Peer Reviewed Journal]

The Author(s) 2022 ;COPYRIGHT 2023 Springer ;The Author(s) 2022. 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. ;ISSN: 1360-2357 ;EISSN: 1573-7608 ;DOI: 10.1007/s10639-022-11295-y

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11
Perceptions and factors affecting the adoption of digital games for engineering education: a mixed-method research
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Article
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Perceptions and factors affecting the adoption of digital games for engineering education: a mixed-method research

International Journal of Educational Technology in Higher Education, 2023-12, Vol.20 (1), p.2-2, Article 2 [Peer Reviewed Journal]

The Author(s) 2023 ;The Author(s) 2023. ;The Author(s) 2023. 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. ;ISSN: 2365-9440 ;EISSN: 2365-9440 ;DOI: 10.1186/s41239-022-00369-z ;PMID: 36644670

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12
Do Future Teachers Believe that Video Games Help Learning?
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Article
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Do Future Teachers Believe that Video Games Help Learning?

Technology, knowledge and learning, 2023-06, Vol.28 (2), p.803-821 [Peer Reviewed Journal]

The Author(s) 2021 ;The Author(s) 2021. 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. ;ISSN: 2211-1662 ;EISSN: 2211-1670 ;DOI: 10.1007/s10758-021-09586-3

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13
The role of media in influencing students’ STEM career interest
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Article
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The role of media in influencing students’ STEM career interest

International Journal of STEM Education, 2023-12, Vol.10 (1), p.56-19, Article 56 [Peer Reviewed Journal]

The Author(s) 2023 ;The Author(s) 2023. 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. ;ISSN: 2196-7822 ;EISSN: 2196-7822 ;DOI: 10.1186/s40594-023-00448-1

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14
Effectiveness of digital educational game and game design in STEM learning: a meta-analytic review
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Article
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Effectiveness of digital educational game and game design in STEM learning: a meta-analytic review

International Journal of STEM Education, 2023-05, Vol.10 (1), p.36-25, Article 36 [Peer Reviewed Journal]

The Author(s) 2023 ;The Author(s) 2023. 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. ;ISSN: 2196-7822 ;EISSN: 2196-7822 ;DOI: 10.1186/s40594-023-00424-9

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15
Interactive effects of scaffolding digital game-based learning and cognitive style on adult learners’ emotion, cognitive load and learning performance
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Article
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Interactive effects of scaffolding digital game-based learning and cognitive style on adult learners’ emotion, cognitive load and learning performance

International Journal of Educational Technology in Higher Education, 2023-12, Vol.20 (1), p.16-25, Article 16 [Peer Reviewed Journal]

The Author(s) 2023 ;The Author(s) 2023. 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. ;ISSN: 2365-9440 ;EISSN: 2365-9440 ;DOI: 10.1186/s41239-023-00385-7

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16
Learning in digital play: a dual case study of video gamers’ independent play
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Article
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Learning in digital play: a dual case study of video gamers’ independent play

Research and practice in technology enhanced learning, 2022-02, Vol.17 (1), p.1-17, Article 6 [Peer Reviewed Journal]

The Author(s) 2022 ;The Author(s) 2022. 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. ;ISSN: 1793-7078 ;ISSN: 1793-2068 ;EISSN: 1793-7078 ;DOI: 10.1186/s41039-022-00182-2

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17
Effects of digital game-based STEM education on students’ learning achievement: a meta-analysis
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Article
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Effects of digital game-based STEM education on students’ learning achievement: a meta-analysis

International journal of STEM education, 2022-03, Vol.9 (1), p.1-13, Article 26 [Peer Reviewed Journal]

The Author(s) 2022 ;The Author(s) 2022. 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. ;ISSN: 2196-7822 ;EISSN: 2196-7822 ;DOI: 10.1186/s40594-022-00344-0

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18
Supporting struggling readers with digital game-based learning
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Article
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Supporting struggling readers with digital game-based learning

Educational technology research and development, 2019-06, Vol.67 (3), p.639-663 [Peer Reviewed Journal]

2019 Association for Educational Communications & Technology ;The Author(s) 2019 ;COPYRIGHT 2019 Springer ;Educational Technology Research and Development is a copyright of Springer, (2019). All Rights Reserved. © 2019. 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. ;ISSN: 1042-1629 ;EISSN: 1556-6501 ;DOI: 10.1007/s11423-019-09658-3

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19
The added value of game elements: better training performance but comparable learning gains
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Article
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The added value of game elements: better training performance but comparable learning gains

Educational technology research and development, 2023-10, Vol.71 (5), p.1917-1939 [Peer Reviewed Journal]

The Author(s) 2023 ;The Author(s) 2023. 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. ;Distributed under a Creative Commons Attribution 4.0 International License ;ISSN: 1042-1629 ;EISSN: 1556-6501 ;DOI: 10.1007/s11423-023-10263-8

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20
Design, development, and evaluation of a virtual reality game-based application to support computational thinking
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Article
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Design, development, and evaluation of a virtual reality game-based application to support computational thinking

Educational technology research and development, 2023-04, Vol.71 (2), p.505-537 [Peer Reviewed Journal]

The Author(s) 2022 ;The Author(s) 2022. ;COPYRIGHT 2023 Springer ;The Author(s) 2022. 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. ;ISSN: 1042-1629 ;ISSN: 1556-6501 ;EISSN: 1556-6501 ;DOI: 10.1007/s11423-022-10161-5 ;PMID: 36320828

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