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What Video Games Have to Teach Us About Learning and Literacy
What Video Games Have to Teach Us About Learning and Literacy
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Computers & Education
Serious games for health: personalized exergames
Proceedings of the international conference on Multimedia
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Computers & Education
Developing engaging exergames with simple motion detection
Proceedings of the 14th International Academic MindTrek Conference: Envisioning Future Media Environments
Parental acceptance of digital game-based learning
Computers & Education
Education and Information Technologies
The effect of simulation games on the learning of computational problem solving
Computers & Education
Towards a methodological framework for the cognitive-behavioural evaluation of educational e-games
International Journal of Learning Technology
Exploring the educational potential of robotics in schools: A systematic review
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The prepared partner: can a video game teach labor and childbirth support techniques?
USAB'11 Proceedings of the 7th conference on Workgroup Human-Computer Interaction and Usability Engineering of the Austrian Computer Society: information Quality in e-Health
Wind runners: designing a game to encourage medical adherence for children with asthma
CHI '12 Extended Abstracts on Human Factors in Computing Systems
Spe-Ler: serious gaming for youngsters with intellectual disabilities
ICCHP'12 Proceedings of the 13th international conference on Computers Helping People with Special Needs - Volume Part I
Health games: taxonomy analysis and multiplayer design suggestions
SGDA'12 Proceedings of the Third international conference on Serious Games Development and Applications
Wee Wii: Preschoolers and Motion-Based Game Play
International Journal of Gaming and Computer-Mediated Simulations
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Journal on Computing and Cultural Heritage (JOCCH) - Special issue on serious games for cultural heritage
A guideline for game development-based learning: a literature review
International Journal of Computer Games Technology
Designing healthcare games and applications for toddlers
Proceedings of the 12th International Conference on Interaction Design and Children
ViziCal: accurate energy expenditure prediction for playing exergames
Proceedings of the 26th annual ACM symposium on User interface software and technology
The intersection of video games and patient empowerment: case study of a real world application
Proceedings of The 9th Australasian Conference on Interactive Entertainment: Matters of Life and Death
Journal on Computing and Cultural Heritage (JOCCH)
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Computers in Human Behavior
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This study aims at critically reviewing recently published scientific literature on the use of computer and video games in Health Education (HE) and Physical Education (PE) with a view: (a) to identifying the potential contribution of the incorporation of electronic games as educational tools into HE and PE programs, (b) to present a synthesis of the available empirical evidence on the educational effectiveness of electronic games in HE and PE, and (c) to define future research perspectives concerning the educational use of electronic games in HE and PE. After systematically searching online bibliographic databases, 34 relevant articles were located and included in the study. Following the categorization scheme proposed by [Dempsey, J., Rasmussen, K., & Lucassen, B. (1996). The instructional gaming literature: Implications and 99 sources. University of South Alabama, College of Education, Technical Report No. 96-1], those articles were grouped into the following four categories: (a) research, (b) development, (c) discussion and (d) theory. The overviewed articles suggest that electronic games present many potential benefits as educational tools for HE and PE, and that those games may improve young people's knowledge, skills, attitudes and behaviours in relation to health and physical exercise. Furthermore, the newly emerged physically interactive electronic games can potentially enhance young people's physical fitness, motor skills and motivation for physical exercise. The empirical evidence to support the educational effectiveness of electronic games in HE and PE is still rather limited, but the findings present a positive picture overall. The outcomes of the literature review are discussed in terms of their implications for future research, and can provide useful guidance to educators, practitioners and researchers in the areas of HE and PE, and to electronic game designers.