Published on in Vol 3 , No 4 (2016) :Oct-Dec
Journals
- Murry V, Berkel C, Liu N. The Closing Digital Divide: Delivery Modality and Family Attendance in the Pathways for African American Success (PAAS) Program. Prevention Science 2018;19(5):642 View
- Ros S, Gonzalez S, Robles A, Tobarra L, Caminero A, Cano J. Analyzing Students’ Self-Perception of Success and Learning Effectiveness Using Gamification in an Online Cybersecurity Course. IEEE Access 2020;8:97718 View
- Hanisch S, Birner U, Oberhauser C, Nowak D, Sabariego C. Development and Evaluation of Digital Game-Based Training for Managers to Promote Employee Mental Health and Reduce Mental Illness Stigma at Work: Quasi-Experimental Study of Program Effectiveness. JMIR Mental Health 2017;4(3):e31 View
- Cilar L, Štiglic G, Kmetec S, Barr O, Pajnkihar M. Effectiveness of school‐based mental well‐being interventions among adolescents: A systematic review. Journal of Advanced Nursing 2020 View
- Shum A, Lai E, Leung W, Cheng M, Wong H, So S, Law Y, Yip P. A Digital Game and School-Based Intervention for Students in Hong Kong: Quasi-Experimental Design. Journal of Medical Internet Research 2019;21(4):e12003 View
- Sakellari E, Notara V, Lagiou A, Fatkulina N, Ivanova S, Korhonen J, Kregar Velikonja N, Lalova V, Laaksonen C, Petrova G, Lahti M. Mental Health and Wellbeing at Schools: Health Promotion in Primary Schools with the Use of Digital Methods. Children 2021;8(5):345 View