Features

Link FWD: Education and Research

Game Forward LogoSince its inception in 2008, Game Forward has been collecting links related to Serious Games, Health & Fitness Games, Educational Games, Game Accessibility and Virtual Worlds. This article will serve as a link repository that will be updated and edited on a monthly basis. 

We have separated our links into three categories; Education and Research, Groups and Organizations and Hardware and Software Developers. If you feel that a link to your website should be included by Game Forward, please leave a comment below or send a detailed e-mail to links[at]gamefwd[dot]org. Please note that we are not interested in participating in advertising-style link exchanges and have set up these articles as a resource for people interested in the subjects we cover. Thank you for your co-operation. Read More...

Brain and Vision Lab at the University of Rochester - Laboratory that uses a mmultidisciplinary approach (behavior, brain imaging, eye tracking) to study how individuals learn and adapt to changes in experience, whether induced by nature (deafness) or training (playing video games).

Carleton School of Information Technology - The School of Information Technology offers two distinct programs in collaboration with Algonquin College geared towards the high-tech industry and the current trends of today.

Carnegie Mellon University’s Entertainment Technology Center - The Entertainment Technology Center (ETC) at Carnegie Mellon University offers a two-year Masters of Entertainment Technology degree, jointly conferred by Carnegie Mellon University's College of Fine Arts and School of Computer Science. Carnegie Mellon is relatively unique among U.S. Universities in being able to offer this kind of degree, as we have both top-quality fine arts and top-quality technology programs.

Center for the Advancement of STEM Education (CASE) - CASE's unique training strategy teams the educator and the STEM professional so that they benefit from one another's perspectives, experience and expertise. In particular, the S&Es bring the "real world" point-of-view to the classroom.

Champlain College Emergent Media Center - The Emergent Media Center at Champlain College is intent on pushing creative technologies beyond what we know, by integrating advanced technological tools with cultural awareness, creativity, communication, and a sense of history and place. When combined, these skills are paramount to success in many professional fields in today's global economy.

Colombia University Medical Center - Columbia University's Medical Center provides world-class leadership in scientific research, health and medical education and patient care.

Defense Advanced Research Projects Agency (DARPA) - DARPA is the research and development office for the U.S. Department of Defense. DARPA’s mission is to maintain technological superiority of the U.S. military and prevent technological surprise from harming our national security.

Florida Virtual School - Florida Virtual School (FLVS) is an established leader in developing and providing virtual K-12 education solutions to students all over Florida, the U.S. and the world.

Harvard Graduate School of Education - Education touches every aspect of human activity. At the Harvard Graduate School of Education (HGSE), we believe studying and improving the enterprise of education are central to the health and future of society.

Center for Mental Health and Media - The Center for Mental Health and Media is an outreach, production and research center devoted to mental health, behavioral health, neuroscience and healthy child development. They combine in-depth knowledge of mental health, public health and behavioral science with sophisticated media communications skills.

Health Games Research - Health Games Research is an American program that funds research to advance the innovation and effectiveness of digital games and game technologies intended to improve health.

Imperial College London Department of Bioengineering - Bioengineering at Imperial has a distinguished history, starting with pioneering research in the 1960s that shaped the emergence of the discipline. We are now expanding to maintain our leading position in basic and applied research, and to continue to provide excellent training in bioengineering through our popular undergraduate, masters and PhD programmes.

Institute of Play - The Institute of Play leverages games and play as critical contexts for learning, innovation, and change in the 21st century. They bring non-traditional audiences into innovative spaces of production and learning through partnerships with the game industry, academia, government, science, technology, and the arts.

Mind Research Network - The Mind Research Network (MRN) is an independent non-profit organization dedicated to advancing the diagnosis and treatment of mental illness and brain injury. It is is focused on imaging technology and its emergence as an integral element of neuroscience investigation.

National Institute of Special Needs Education - The mission of the National Institute of Special Needs Education is to contribute to: Improving the quality of education for children with disabilities and to make educational provision to meet individual educational needs.

New Visions for Public Schools - New Visions is committed to sharing innovative tools, strategies and lessons learned in New Visions schools with others in New York and throughout the country to prove that meaningful change is achievable at scale and success is possible for every child.

New York University Games for Learning Institute - The multi-institutional Games for Learning Institute studies the educational use of digital games, and investigates their socia-cultural, cognitive and emotional impact. They develop design patterns for effective educational games that industry partners can draw on to assure high quality when designing their own games for learning.

Office of Naval Research - The Office of Naval Research (ONR) coordinates, executes, and promotes the science and technology programs of the United States Navy and Marine Corps.

Ohio University Virtual Immersive Technologies and Arts for Learning -0 The Virtual Immersive Technologies and Arts for Learning Laboratory (VITAL Lab) is a multidisciplinary research and development facility that specializes in creating realistic virtual environments and synthetic worlds for educational purposes.

Perkins School for the Blind - Perkins School for the Blind is an innovative leader in serving people with visual impairments. Strong leadership from both staff and the Board of Trustees has created a legacy of education and discovery. We are always questioning how to best serve our students in the classroom, in the community and around the world.

Quest to Learn - Design and innovation are at the heart of Quest to Learn (Q2L), a school committed to helping every student to achieve excellence in the skills and literacies necehassary for top college and career readiness. They believe that students today can and do learn in different ways, often through interaction with digital media and games.

Ralph H. Johnson Veterans Affairs Medical Center - A health care facility that serves more than 40,000 Veterans in 15 counties along the South Carolina and Georgia coastline.

Royal Melbourne Institute of Technology - As an innovative, global university of technology, with its heart in the city of Melbourne, RMIT has an international reputation for excellence in work-relevant education and high quality research, and engagement with the needs of industry and community.

Rusk Institute of Rehabilitation Medicine - The world’s first university-affiliated facility devoted entirely to rehabilitation medicine, the Rusk Institute is the largest center of its kind for the treatment of adults and children with disabilities—home to innovations and advances that have set the standard in rehabilitation care for every age of life and for every phase of recovery.

Rutgers University Center for Discreet Mathematics and Theoretical Computer Science - The Center for Discrete Mathematics and Theoretical Computer Science (DIMACS) is a collaborative effort of Rutgers and Princeton Universities, AT&T Labs - Research, Bell Labs, Telcordia Technologies and NEC Laboratories America to play a national leadership role in the development, application and dissemination of discrete mathematics  and theoretical computer science.

Rutgers University Tele-Rehabilitation Institute - The Tele-Rehabilitation Institute works to improve the provision of therapy at a distance in the areas of Research, Clinical Development and Education.

School of Computing and Information Engineering, University of Ulster - The School of Computing and Information Engineering places an emphasis on promoting a friendly, family atmosphere for students studying at all levels.

School of Health Professions, Tel Aviv University - The educational and research programs and the services provided by the school answer to the needs of the different communities, while following one major goal: to improve the health and wellbeing of its population.

School of Physical and Occupational Therapy at McGill University -  Part of McGill's Faculty of Medicine, the School offers programs in three areas: Occupational Therapy, Physical Therapy and Graduate Studies in Rehabilitation Sciences (Masters and PhD).

Singapore-MIT GAMBIT Game Lab - Singapore-MIT GAMBIT Game Lab is a collaboration between the Massachusetts Institute of Technology and the government of Singapore created to explore new directions for the development of games as a medium. GAMBIT sets itself apart by emphasizing the creation of video game prototypes to demonstrate its research as a complement to traditional academic publishing.

Stanford University’s School of Medicine - Stanford School of Medicine is a premier research-intensive medical school that improves health through leadership and collaborative discoveries and innovation in patient care, education, and research.

Tel Aviv University’s Goldschleger Eye Research Institute - The Goldschleger Eye Research Institute's research activities cover most of the fields of eye research, dealing with both basic and applied studies.

The Education Arcade, at MIT - The Education Arcade explores games that promote learning through authentic and engaging play. TEA's research and development projects focus both on the learning that naturally occurs in popular commercial games, and on the design of games that more vigorously address the educational needs of players.

The Exergame Network (TEN) - TEN is a not-for-profit and non-affiliated games for health advocacy group promoting an active lifestyle by combining video games technologies and exercise, known as exergaming.

Toronto Rehabilitation Institute - At Toronto Rehab, our goal is to advance rehabilitation and enhance quality of life by pushing the frontiers of rehabilitation science. As a fully affiliated and specialized teaching hospital of the University of Toronto, we do everything humanly possible to generate new knowledge, put it into practice and share our discoveries with others.ve

University of Guelph Canadian Adaptations of Shakespeare Project - CASP is the first research project of its kind devoted to the systematic exploration and documentation of the ways in which Shakespeare has been adapted into a national, multicultural theatrical practice. It includes learning, teaching, multimedia, and research resources and pedagogical tools related to how Shakespeare has been adapted into (and out of) Canadian theatre.

University of North Carolina Wilmington School of Education - he Watson School is committed to achieving excellence in teacher and administrator preparation in all of its programs. Thorough grounding in theoretical and empirical bodies of knowledge is provided, the educator's capacity to utilize knowledge to improve schools and enhance learning by children and youth is developed, and commitment to personal, professional and institutional development is fostered.

University of Oklahoma Health Sciences Center - This grouping of seven health-related colleges, located in a fifteen-block area near the state capitol, and the Tulsa Medical College, located in the state's second-largest metropolitan area, is known today as the University of Oklahoma Health Sciences Center.

University of Southern California's Institute for Creative Technologies - The University of Southern California Institute for Creative Technologies is revolutionizing learning through the development of interactive digital media. Collaborating with our entertainment industry neighbors, we are leaders in producing virtual humans, computer training simulations and immersive experiences for decision-making, cultural awareness, leadership and health.

University of Vermont College of Medicine - The College of Medicine has as its mission to render the most compassionate and effective care possible, to train new generations of caring physicians in every area of medicine, and to advance medical knowledge through research.

Virginia Department of Education’s Office of Educational Technology - The Office of Educational Technology provides leadership, consultation, training and technical assistance to schools in the effective use of educational technology. The office disseminates information about instructional applications, emerging technologies and current research through a variety of channels.

Yale School of Medicine - The Yale School of Medicine is a world-renowned center for biomedical research, education and advanced health care.