SZodixStudyAcademic Library
ShelvesOpen access
Study · an open academic library·Metadata from OpenAlex (CC0)·Shelves·OpenAlex metadata, de-duplicated
Breast Cancer Detective: A Computer Game to Teach Breast Cancer Screening to Native American Patients
8 references·3 citing·36 second hop
Breast Cancer Detective: A Computer Game to Teach Breast Cancer Screening to Native American Patients (2005)Breast Cancer Detective: A Computer Game …Expert knowledge and the processes of thinking (2005)Expert knowledge and the proc…The Promise and Challenge of eHealth Interventions (2002)The Promise and Challenge of …The development of an interactive game-based tool for learning surgical management algorithms via computer (2002)The development of an interac…Development and Evaluation of an Interactive Web-Based Breast Imaging Game for Medical Students (2002)Development and Evaluation of…“Survivor” torches “Who Wants to Be a Physician?” in the educational games ratings war (2002)“Survivor” torches “Who Wants…Management of Chronic Pediatric Diseases with Interactive Health Games: Theory and Research Findings (2001)Management of Chronic Pediatr…Who wants to be a physician? An educational tool for reviewing pulmonary physiology. (2000)Who wants to be a physician? …Video and Computer Games: Effect on Children and Implications for Health Education (1997)Video and Computer Games: Eff…Computer Games in Education (2018)Computer Games in EducationDigital games as an effective approach for cancer management: Opportunities and challenges (2017)Digital games as an effective…An Overview of Using Electronic Games for Health Purposes (2009)An Overview of Using Electron…Self-efficacy mechanism in human agency. (1982)The Transtheoretical Model of Health Behavior Change (1997)Self-Efficacy: The Exercise of Control (1999)Overview of research on the educational use of video games (2006)Exploring the potential of computer and video games for health and physical education: A literature review (2009)Video Games and Aggression in Children1 (1986)The effects of video game play on young children's aggression, fantasy, and prosocial behavior (1987)Reevaluating the Impact of Video Games (1993)Shirts vs. Skins: Clothing as an Indicator of Gender Role Stereotyping in Video Games (2002)Evidence-based guidelines for wise use of electronic games by children (2014)Active learning : creating excitement in the classroom (1991)Preparing students to participate in an active learning environment. (1996)First-year medical students prefer multiple learning styles (2006)The use of multiple tools for teaching medical biochemistry (2008)Effectiveness of the game-based learning over traditional teaching–learning strategy to instruct pharmacology for Phase II medical students (2021)Peer instruction improves performance on quizzes. (2000)GENDER DIFFERENCES IN LEARNING STYLE PREFERENCES OF FIRST YEAR MEDICAL STUDENTS (2011)Quiz game teaching format versus didactic lectures (2015)Designing Health Messages: Approaches from Communication Theory and Public Health Practice (1995)Educational video game for juvenile diabetes: results of a controlled trial (1997)Qualitative Evaluation of the Relevance and Acceptability of a Web-Based HIV Prevention Game for Rural Adolescents (2014)Les serious games , dispositifs de communication persuasive (2016)Video Games in Health Care: Closing the Gap (2010)Violent video game effects on aggression, empathy, and prosocial behavior in Eastern and Western countries: A meta-analytic review. (2010)The benefits of playing video games. (2013)Successful implementation of user-centered game based learning in higher education: An example from civil engineering (2006)Influence of problem-based learning games on effective computer programming learning in higher education (2020)Internet-based interventions for traumatic stress-related mental health problems: A review and suggestion for future research (2009)Online Prevention Aimed at Lifestyle Behaviors: A Systematic Review of Reviews (2013)Proposing a model to test smartphone users' intention to use smart applications when ordering food in restaurants (2014)Une analyse des écrits sur les impacts du jeu sur l’apprentissage (2007)Learning While Having Fun: The Use of Video Gaming to Teach Geriatric House Calls to Medical Students (2008)Towards the Development of a Games-Based Learning Evaluation Framework (2009)Teaching critical thinking for transfer across domains. (1998)Effects of Problem-Based Learning: A Meta-Analysis From the Angle of Assessment (2005)Education for Life and Work: Developing Transferable Knowledge and Skills in the 21st Century (2012)
this work references cited by second hop

References

  • 2001Management of Chronic Pediatric Diseases with Interactive Health Games: Theory and Research Findings361 cited
  • 2002The Promise and Challenge of eHealth Interventions141 cited
  • 2005Expert knowledge and the processes of thinking129 cited
  • 2002The development of an interactive game-based tool for learning surgical management algorithms via computer91 cited
  • 1997Video and Computer Games: Effect on Children and Implications for Health Education82 cited
  • 2002Development and Evaluation of an Interactive Web-Based Breast Imaging Game for Medical Students66 cited
  • 2002“Survivor” torches “Who Wants to Be a Physician?” in the educational games ratings war59 cited
  • 2000Who wants to be a physician? An educational tool for reviewing pulmonary physiology.51 cited

Cited by

  • 2017Digital games as an effective approach for cancer management: Opportunities and challenges31 cited
  • 2009An Overview of Using Electronic Games for Health Purposes27 cited
  • 2018Computer Games in Education22 cited

Only edges whose both ends are imported exist here. Widen the year window, or show the whole map. Back to the work