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Online and other ICT Applications for Cognitive Training and Assessment
11 references·1 citing·57 second hop
Online and other ICT Applications for Cognitive Training and Assessment (2015)Online and other ICT Applications for Cog…Recommendations for the use of Serious Games in people with Alzheimer's Disease, related disorders and frailty (2014)Recommendations for the use o…Playing a puzzle video game with changing requirements improves executive functions (2014)Playing a puzzle video game w…Memory abilities in action video game players (2014)Memory abilities in action vi…Effects of different text display types on reading comprehension, sustained attention and cognitive load in mobile reading contexts (2014)Effects of different text dis…Cognitive training with casual video games: points to consider (2014)Cognitive training with casua…Working memory performance and executive function behaviors in young children with SLI (2013)Working memory performance an…Using informatics to capture older adults’ wellness (2011)Using informatics to capture …Addressing the needs of students with learning disabilities during their interaction with the web (2011)Addressing the needs of stude…Review of ICT-Based Services for Identified Unmet Needs in People with Dementia (2010)Review of ICT-Based Services …Individual and team annotation effects on students’ reading comprehension, critical thinking, and meta-cognitive skills (2010)Individual and team annotatio…The effects of video game playing on attention, memory, and executive control (2008)The effects of video game pla…IWINAC '2019: Intelligent systems for cognitive training and assessment (2022)IWINAC '2019: Intelligent sys…Psychometric Characteristics of the Multidimensional Scale of Perceived Social Support (1990)Sorting Out the Connections Between the Built Environment and Health: A Conceptual Framework for Navigating Pathways and Planning Healthy Cities (2003)The Patient Health Questionnaire-2 (2003)A Holistic Approach to Assess Older Adults' Wellness Using e-Health Technologies (2011)Older adults' acceptance of a community-based telehealth wellness system (2012)Using Partial Least Squares (PLS) in Predicting Behavioral Intention for Telehealth Use among Filipino Elderly (2014)Perception and communication. 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this work references cited by second hop

References

  • 2008The effects of video game playing on attention, memory, and executive control993 cited
  • 2014Recommendations for the use of Serious Games in people with Alzheimer's Disease, related disorders and frailty205 cited
  • 2010Individual and team annotation effects on students’ reading comprehension, critical thinking, and meta-cognitive skills168 cited
  • 2014Cognitive training with casual video games: points to consider134 cited
  • 2014Memory abilities in action video game players125 cited
  • 2013Working memory performance and executive function behaviors in young children with SLI123 cited
  • 2014Effects of different text display types on reading comprehension, sustained attention and cognitive load in mobile reading contexts94 cited
  • 2014Playing a puzzle video game with changing requirements improves executive functions90 cited
  • 2011Using informatics to capture older adults’ wellness71 cited
  • 2010Review of ICT-Based Services for Identified Unmet Needs in People with Dementia54 cited
  • 2011Addressing the needs of students with learning disabilities during their interaction with the web6 cited

Cited by

  • 2022IWINAC '2019: Intelligent systems for cognitive training and assessment2 cited

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