"Critic-proofing" of the cognitive aspects of simple games
暂无分享,去创建一个
Christie I. Ezeife | Yuqi Yang | Dragana Martinovic | Ritu Chaturvedi | Rob Whent | Jonathan Reed | Gerald H. Burgess | Chantal M. Pomerleau | D. Martinovic | C. Ezeife | Rob Whent | Yuqi Yang | J. Reed | Ritu Chaturvedi | Gerald H. Burgess
[1] V. Rideout,et al. Generation M2: Media in the Lives of 8- to 18-Year-Olds , 2010 .
[2] J. Gee. Good video games and good learning , 2007 .
[3] Waldemar Karwowski,et al. A Systemic-Structural Theory of Activity: Applications to Human Performance and Work Design , 2006 .
[4] George Yule,et al. The study of language , 1998 .
[5] Rachel K. E. Bellamy,et al. Designing educational technology: computer-mediated change , 1995 .
[6] D. Jonassen,et al. Activity theory as a framework for designing constructivist learning environments , 1999 .
[7] Sabbir Ahmed,et al. School Age Children's Cognition Identification by Mining Integrated Computer Games Data , 2012, CSEDU.
[8] Joanne O'Mara,et al. Computer games — pushing at the boundaries of literacy , 2010, The Australian Journal of Language and Literacy.
[9] Mireille Bétrancourt,et al. Video Game Research in Cognitive and Educational Sciences , 2007 .
[10] Gary B. Wills,et al. A Conceptual Framework for Serious Games , 2009, 2009 Ninth IEEE International Conference on Advanced Learning Technologies.
[11] Jung-Woo Son,et al. Differences of IQ among ADHD children with modality-specific attention problem , 2006 .
[12] F. Newman,et al. Lev Vygotsky : revolutionary scientist , 1993 .
[13] Peter A. Chow-White,et al. Digital Divide , 2018, Oxford Bibliographies Online Datasets.
[14] Thea Ionescu,et al. Exploring the nature of cognitive flexibility. , 2012 .
[15] Ian Bogost,et al. Persuasive Games: The Expressive Power of Videogames , 2007 .
[16] Debra A. Lieberman,et al. Digital Games for Young Children Ages Three to Six: From Research to Design , 2009 .
[17] E. Crone,et al. Training the developing brain: a neurocognitive perspective , 2012, Front. Hum. Neurosci..
[18] Lisa Gallagher Tuleya. Thesaurus of psychological index terms , 2007 .
[19] D. Gentile. The multiple dimensions of video game effects. , 2011 .
[20] Alvin,et al. Thesaurus of psychological index terms, 7th ed. , 1994 .
[21] James Paul Gee,et al. Learning by Design: Good Video Games as Learning Machines , 2005 .
[22] Tom Apperley. Genre and game studies: Toward a critical approach to video game genres , 2006 .
[23] R. de Lisi,et al. Improving Children's Mental Rotation Accuracy With Computer Game Playing , 2002, The Journal of genetic psychology.
[24] Torkel Klingberg,et al. Training and transfer effects of executive functions in preschool children. , 2009, Developmental science.
[25] H. Milner. The Digital Divide , 2006 .
[26] Mauro Tavella,et al. Developing strategic and reasoning abilities with computer games at primary school level , 2007, Comput. Educ..
[27] H. Gardner,et al. Frames of Mind: The Theory of Multiple Intelligences , 1983 .
[28] Richard E. Mayer,et al. The Psychology of Abilities, Competencies, and Expertise: What Causes Individual Differences in Cognitive Performance? , 2003 .
[29] Hitendra K. Pillay,et al. An Investigation of Cognitive Processes Engaged in by Recreational Computer Game Players , 2002 .
[30] J. Zull. The Art of Changing the Brain , 2023 .
[31] Monica E. Wolfe,et al. Executive function processes: inhibition, working memory, planning and attention in children and youth with Attention Deficit Hyperactivity Disorder , 2006 .
[32] S. MacFarlane,et al. Adapting the Heuristic Evaluation Method for Use with Children , 2006 .
[33] M. Kalpidou,et al. The Development of Behavioral and Emotional Self-Regulation During the Preschool Period. , 1997 .
[34] J. Pratt,et al. The effects of action video game experience on the time course of inhibition of return and the efficiency of visual search. , 2005, Acta psychologica.
[35] Francesc Pedró,et al. The New Millennium Learners: Challenging our Views on ICT and Learning , 2006 .
[36] George Yule,et al. The Study of Language (4th edition) Study Guide , 2010 .
[37] V. Kaptelinin. Activity theory: implications for human-computer interaction , 1995 .
[38] Jon Radoff,et al. Game On: Energize Your Business with Social Media Games , 2011 .
[39] R. Folmer. rTMS for Tinnitus , 2012, Frontiers in Human Neuroscience.
[40] Fernanda Ferreira,et al. Cognitive inhibition and working memory in attention-deficit/hyperactivity disorder. , 2008, Journal of abnormal psychology.
[41] Lance Strate,et al. Communication and Cyberspace: Social Interaction in an Electronic Environment , 1996 .
[42] D. R. Shaffer,et al. Developmental Psychology: Childhood and Adolescence , 1989 .
[43] Christine Brown,et al. Computer game development as a literacy activity , 2009, Comput. Educ..
[44] James M. Boyle,et al. A systematic literature review of empirical evidence on computer games and serious games , 2012, Comput. Educ..
[45] Thomas M. Connolly,et al. The role of psychology in understanding the impact of computer games , 2011, Entertain. Comput..
[46] Patricia M. Greenfield,et al. Effect of video game practice on spatial skills in girls and boys , 1994 .
[47] David Pinelle,et al. Heuristic evaluation for games: usability principles for video game design , 2008, CHI.
[48] L. S. Vygotksy. Mind in society: the development of higher psychological processes , 1978 .
[49] Regan L. Mandryk,et al. Critic-proofing: how using critic reviews and game genres can refine heuristic evaluations , 2010, Future Play.
[50] Elizabeth S. Guy. From rollout to appropriation : changing practices of development and use during a groupware project , 2005 .
[51] Jakob Nielsen,et al. How to Conduct a Heuristic Evaluation , 2006 .
[52] P. Chan,et al. A cross-sectional analysis of video games and attention deficit hyperactivity disorder symptoms in adolescents , 2006, Annals of general psychiatry.
[53] Elisheva F. Gross,et al. The impact of computer use on children's and adolescents' development , 2001, Journal of Applied Developmental Psychology.
[54] Elisheva F. Gross,et al. The impact of home computer use on children's activities and development. , 2000, The Future of children.