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1. Design and Evaluation of a Pervasive Coaching and Gamification Platform for Young Diabetes Patients

4. A serious game for children with Attention Deficit Hyperactivity Disorder: Who benefits the most?

5. Board Games for Health: A Systematic Literature Review and Meta-Analysis

6. Engagement and learning in simulation: recommendations of the simnovate engaged learning domain group

7. Health and health belief factors associated with screening and help-seeking behaviours for breast cancer: A systematic review and meta-analysis of the European evidence

8. A serious game for children with Attention Deficit Hyperactivity Disorder: Who benefits the most?

9. Design and Evaluation of a Pervasive Coaching and Gamification Platform for Young Diabetes Patients

10. Let them play: experiences in the wild with a gamification and coaching system for young diabetes patients

11. A serious game to train patient safety outside the classroom: a pilot study of acceptability

12. Translating open data to educational minigames

13. Video Games in Health Care: Closing the Gap

14. Improvement in Cancer-Related Knowledge Following Use of a Psychoeducational Video Game for Adolescents and Young Adults with Cancer

15. Evaluating Efficacy and Validating Games for Health

16. Videogame Mechanics in Games for Health

17. The Role of the Researcher in Making Serious Games for Health

18. A Review of Empirically Supported Psychosocial Interventions for Pain and Adherence Outcomes in Sickle Cell Disease

19. Psychoeducational Interventions with Pediatric Cancer Patients: Part II. Effects of Information and Skills Training on Health-Related Outcomes

20. Psychoeducational Interventions with Pediatric Cancer Patients: Part I. Patient Information and Knowledge

22. Reasoning About Moral Aspects of Illness and Treatment by Preschoolers Who Are Healthy or Who Have a Chronic Illness

23. Psychosocial Influences on Cancer Incidence and Progression

24. Predictors of Repeat Pregnancy Outcome among Black and Puerto Rican Adolescent Mothers

25. Predicting School Outcomes for Minority Group Adolescent Mothers: Can Subgroups be Identified?

26. A video game improves behavioral outcomes in adolescents and young adults with cancer: a randomized trial

27. On Nothing and Everything

28. Diversity Issues in Health Psychology

29. The Problem of Pediatric Pain

30. SP404THE EFFECTS OF A SERIOUS GAME ON KNOWLEDGE OF CKD, HYPERPHOSPHATEMIA, AND PHOSPHATE BINDERS IN CKD PATIENTS STAGE 4/5: A PROSPECTIVE MULTINATIONAL STUDY

31. Factors affecting acceptability to young cancer patients of a psychoeducational video game about cancer

32. A survey of self-care and dependent-care advice given by pediatric oncology nurses

33. Pediatric oncology professionals' perceptions of information needs of adolescent patients with cancer

34. Psychosocial support for patients in pediatric oncology: the influences of parents, schools, peers, and technology

35. Identifying characteristics of older and younger females with attention-deficit hyperactivity disorder

36. A synthesis of psychological interventions for the bereaved

37. Preschoolers' Moral Judgments About Illness and Treatment: Who's Bad?

39. Identifying Characteristics of Older and Younger Females with Attention-Deficit Hyperactivity Disorder.

40. Sexually active inner-city adolescent females: Attitudes to and knowledge of AIDS and at risk behaviors in 1987, 1989, and 1990

41. Handbook of Diversity Issues in Health Psychology

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