Published on in Vol 3, No 4 (2016): Oct-Dec

Evaluation of a Digital Game-Based Learning Program for Enhancing Youth Mental Health: A Structural Equation Modeling of the Program Effectiveness

Evaluation of a Digital Game-Based Learning Program for Enhancing Youth Mental Health: A Structural Equation Modeling of the Program Effectiveness

Evaluation of a Digital Game-Based Learning Program for Enhancing Youth Mental Health: A Structural Equation Modeling of the Program Effectiveness

Journals

  1. 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
  2. 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
  3. 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
  4. 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;76(8):2023 View
  5. 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
  6. 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
  7. Chuecas M, Alfaro J, Benavente M, Ditzel L. A systematic narrative review of subjective well‐being promotion intervention programmes in the school setting. Review of Education 2022;10(1) View
  8. Bevan Jones R, Hussain F, Agha S, Weavers B, Lucassen M, Merry S, Stallard P, Simpson S, Rice F. Digital technologies to support adolescents with depression and anxiety: review. BJPsych Advances 2023;29(4):239 View
  9. McCammon E, Law J, Tyler C, Arrington M, Jagoda P, Gilliam M. Using Digital Games to Promote Equity in Career and Health Education: A Prototype of Caduceus Quest. Urban Education 2024;59(5):1396 View
  10. Ferrari M, Sabetti J, McIlwaine S, Fazeli S, Sadati S, Shah J, Archie S, Boydell K, Lal S, Henderson J, Alvarez-Jimenez M, Andersson N, Nielsen R, Reynolds J, Iyer S. Gaming My Way to Recovery: A Systematic Scoping Review of Digital Game Interventions for Young People's Mental Health Treatment and Promotion. Frontiers in Digital Health 2022;4 View
  11. Yip P, Caine E, Yeung C, Law Y, Ho R. Suicide prevention in Hong Kong: pushing boundaries while building bridges. The Lancet Regional Health - Western Pacific 2024;46:101061 View
  12. De Jaegere E, van Heeringen K, Emmery P, Mommerency G, Portzky G. Effects of a Serious Game for Adolescent Mental Health on Cognitive Vulnerability: Pilot Usability Study. JMIR Serious Games 2024;12:e47513 View

Books/Policy Documents

  1. Machado A, Ferreira B, Pereira C, Carrola C, de Melo B, Campos C. Handbook of Research on Advances in Digital Technologies to Promote Rehabilitation and Community Participation. View