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Preventing Adolescents' Diabesity: Design, Development, and First Evaluation of "Gustavo in Gnam's Planet".
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Effects on high school students of teaching a cross-age alcohol prevention program.
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Developing Culturally Relevant Design Guidelines for Encouraging Physical Activity: a Social Cognitive Theory Perspective.
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Learning Neuroscience with Technology: A Scaffolded, Active Learning Approach.
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Development of a Coding Instrument to Assess the Quality and Content of Anti-Tobacco Video Games.
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Misconceptions are "so yesterday!".
CBE Life Sci Educ. 2013 Fall;12(3):352-6. doi: 10.1187/cbe.13-01-0014.

本文引用的文献

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The Impact of a Science Education Game on Students' Learning and Perception of Inhalants as Body Pollutants.
J Sci Educ Technol. 2012 Apr 1;21(2):295-303. doi: 10.1007/s10956-011-9319-y.
2
Efficacy of MedMyst: an Internet Teaching Tool for Middle School Microbiology.
Microbiol Educ. 2004 May;5:13-20. doi: 10.1128/jmbe.v5.73.
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Comorbid forms of psychopathology: key patterns and future research directions.
Epidemiol Rev. 2008;30:155-77. doi: 10.1093/epirev/mxn003. Epub 2008 Jul 10.
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An online, interactive approach to teaching neuroscience to adolescents.
CBE Life Sci Educ. 2006 Summer;5(2):137-43. doi: 10.1187/cbe.05-08-0115.
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Career choice. Planning early for careers in science.
Science. 2006 May 26;312(5777):1143-4. doi: 10.1126/science.1128690.
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