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1
Designing a Serious Game for Youth with ASD: Perspectives from End-Users and Professionals
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Designing a Serious Game for Youth with ASD: Perspectives from End-Users and Professionals

Journal of autism and developmental disorders, 2019-03, Vol.49 (3), p.978-995 [Peer Reviewed Journal]

Springer Science+Business Media, LLC, part of Springer Nature 2018 ;COPYRIGHT 2019 Springer ;Journal of Autism and Developmental Disorders is a copyright of Springer, (2018). All Rights Reserved. ;ISSN: 0162-3257 ;ISSN: 1573-3432 ;EISSN: 1573-3432 ;DOI: 10.1007/s10803-018-3801-9 ;PMID: 30377883

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2
Video Games and Youth Violence: A Prospective Analysis in Adolescents
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Video Games and Youth Violence: A Prospective Analysis in Adolescents

Journal of youth and adolescence, 2011-04, Vol.40 (4), p.377-391 [Peer Reviewed Journal]

Springer Science+Business Media, LLC 2010 ;2015 INIST-CNRS ;Copyright Springer Science & Business Media Apr 2011 ;ISSN: 0047-2891 ;EISSN: 1573-6601 ;DOI: 10.1007/s10964-010-9610-x ;PMID: 21161351 ;CODEN: JYADA6

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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
Randomized Controlled Trial of a Video Gaming-Based Social Skills Program for Children on the Autism Spectrum
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Randomized Controlled Trial of a Video Gaming-Based Social Skills Program for Children on the Autism Spectrum

Journal of autism and developmental disorders, 2021-10, Vol.51 (10), p.3637-3650 [Peer Reviewed Journal]

Springer Science+Business Media, LLC, part of Springer Nature 2021 ;2021. Springer Science+Business Media, LLC, part of Springer Nature. ;COPYRIGHT 2021 Springer ;Springer Science+Business Media, LLC, part of Springer Nature 2021. ;ISSN: 0162-3257 ;EISSN: 1573-3432 ;DOI: 10.1007/s10803-020-04801-z ;PMID: 33389304

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5
More Than Just Fun and Games: The Longitudinal Relationships Between Strategic Video Games, Self-Reported Problem Solving Skills, and Academic Grades
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More Than Just Fun and Games: The Longitudinal Relationships Between Strategic Video Games, Self-Reported Problem Solving Skills, and Academic Grades

Journal of youth and adolescence, 2013-07, Vol.42 (7), p.1041-1052 [Peer Reviewed Journal]

Springer Science+Business Media New York 2013 ;ISSN: 0047-2891 ;EISSN: 1573-6601 ;DOI: 10.1007/s10964-013-9913-9 ;PMID: 23344653 ;CODEN: JYADA6

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6
Sadness, Suicide, and Their Association with Video Game and Internet Overuse among Teens: Results from the Youth Risk Behavior Survey 2007 and 2009
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Sadness, Suicide, and Their Association with Video Game and Internet Overuse among Teens: Results from the Youth Risk Behavior Survey 2007 and 2009

Suicide & life-threatening behavior, 2011-06, Vol.41 (3), p.307-315

2011 The American Association of Suicidology ;2015 INIST-CNRS ;2011 The American Association of Suicidology. ;Copyright Blackwell Publishing Ltd. Jun 2011 ;ISSN: 0363-0234 ;EISSN: 1943-278X ;DOI: 10.1111/j.1943-278X.2011.00030.x ;PMID: 21463355 ;CODEN: SLBEDP

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7
Effects of Pathological Gaming on Aggressive Behavior
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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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8
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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9
Brief Report: A Novel Digital Therapeutic that Combines Applied Behavior Analysis with Gaze-Contingent Eye Tracking to Improve Emotion Recognition in Children with Autism Spectrum Disorder
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Brief Report: A Novel Digital Therapeutic that Combines Applied Behavior Analysis with Gaze-Contingent Eye Tracking to Improve Emotion Recognition in Children with Autism Spectrum Disorder

Journal of autism and developmental disorders, 2022-05, Vol.52 (5), p.2357-2366 [Peer Reviewed Journal]

The Author(s), under exclusive licence to Springer Science+Business Media, LLC, part of Springer Nature 2021 ;2021. The Author(s), under exclusive licence to Springer Science+Business Media, LLC, part of Springer Nature. ;COPYRIGHT 2022 Springer ;The Author(s), under exclusive licence to Springer Science+Business Media, LLC, part of Springer Nature 2021. ;ISSN: 0162-3257 ;EISSN: 1573-3432 ;DOI: 10.1007/s10803-021-05101-w ;PMID: 34060003

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10
Biofeedback-Based, Videogame Balance Training in Autism
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Biofeedback-Based, Videogame Balance Training in Autism

Journal of autism and developmental disorders, 2018, Vol.48 (1), p.163-175 [Peer Reviewed Journal]

Springer Science+Business Media, LLC 2017 ;COPYRIGHT 2018 Springer ;Journal of Autism and Developmental Disorders is a copyright of Springer, (2017). All Rights Reserved. ;ISSN: 0162-3257 ;EISSN: 1573-3432 ;DOI: 10.1007/s10803-017-3310-2 ;PMID: 28921103

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11
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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12
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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13
Higher education instructors' intention to use educational video games: an fsQCA approach
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Higher education instructors' intention to use educational video games: an fsQCA approach

Educational technology research and development, 2019-12, Vol.67 (6), p.1455-1478 [Peer Reviewed Journal]

2019 Association for Educational Communications & Technology ;Association for Educational Communications and Technology 2019 ;COPYRIGHT 2019 Springer ;Educational Technology Research and Development is a copyright of Springer, (2019). All Rights Reserved. ;ISSN: 1042-1629 ;EISSN: 1556-6501 ;DOI: 10.1007/s11423-019-09656-5

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14
Mining Learning and Crafting Scientific Experiments: A Literature Review on the Use of Minecraft in Education and Research
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Article
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Mining Learning and Crafting Scientific Experiments: A Literature Review on the Use of Minecraft in Education and Research

Educational technology & society, 2016-04, Vol.19 (2), p.355-366 [Peer Reviewed Journal]

Copyright 2016 by International Forum of Educational Technology & Society (IFETS) ;COPYRIGHT 2016 International Forum of Educational Technology & Society ;COPYRIGHT 2016 International Forum of Educational Technology & Society ;2016. 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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15
Designing Serious Game Interventions for Individuals with Autism
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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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16
The effects of competition in digital game-based learning (DGBL): a meta-analysis
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Article
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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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17
Not Worth the Fuss After All? Cross-sectional and Prospective Data on Violent Video Game Influences on Aggression, Visuospatial Cognition and Mathematics Ability in a Sample of Youth
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Article
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Not Worth the Fuss After All? Cross-sectional and Prospective Data on Violent Video Game Influences on Aggression, Visuospatial Cognition and Mathematics Ability in a Sample of Youth

Journal of youth and adolescence, 2013, Vol.42 (1), p.109-122 [Peer Reviewed Journal]

Springer Science+Business Media, LLC 2012 ;Springer Science+Business Media New York 2013 ;ISSN: 0047-2891 ;EISSN: 1573-6601 ;DOI: 10.1007/s10964-012-9803-6 ;PMID: 22875464 ;CODEN: JYADA6

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18
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 ;ISSN: 0162-3257 ;EISSN: 1573-3432 ;DOI: 10.1007/s10803-022-05649-1

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19
A smartphone game to prevent HIV among young Kenyans: local perceptions of mechanisms of effect
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Article
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A smartphone game to prevent HIV among young Kenyans: local perceptions of mechanisms of effect

Health education research, 2020-06, Vol.35 (3), p.153-164 [Peer Reviewed Journal]

The Author(s) 2020. Published by Oxford University Press. All rights reserved. For permissions, please email: journals.permissions@oup.com 2020 ;The Author(s) 2020. Published by Oxford University Press. All rights reserved. For permissions, please email: journals.permissions@oup.com. ;ISSN: 0268-1153 ;EISSN: 1465-3648 ;DOI: 10.1093/her/cyaa011 ;PMID: 32441759

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20
Entertainment Video Games for Academic Learning: A Systematic Review
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Entertainment Video Games for Academic Learning: A Systematic Review

Journal of educational computing research, 2022-09, Vol.60 (5), p.1083-1109 [Peer Reviewed Journal]

Distributed under a Creative Commons Attribution 4.0 International License ;ISSN: 0735-6331 ;EISSN: 1541-4140 ;DOI: 10.1177/07356331211053848

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