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Hossein Kakejani; Alireza Farsi; Behrouz Abdoli; Hamidollah Hassanlouei – International Journal of Disability, Development and Education, 2025
The aim of the present study was to determine the effect of the game-based training program on fundamental movement skills (FMS) and working memory (WM) in male children with Down syndrome. Twenty-one children ages 9 to 11 years were assigned to either a Game-Based Training (GBT) or No-Training (NT) group. The GBT group participated in 12 sessions…
Descriptors: Preadolescents, Children, Game Based Learning, Psychomotor Skills
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Xiangna Wu; Wannaporn Siripala; Noppavan Namtubtim – Journal of Education and Learning, 2025
This study investigates the impact of interactive multimedia on Chinese character recognition skills among thirdgrade students in Beijing, China. The research aims to study the impact of incorporating mnemonics into multimedia on the acquisition of Chinese character recognition skills in Grade 3 students and to compare the skill level between…
Descriptors: Foreign Countries, Elementary School Students, Grade 3, Ideography
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Meysam Muhammadpour; Abdorreza Tahriri; Seyyed Ayatollah Razmjoo; Jaleh Hassaskhah – Journal of Computer Assisted Learning, 2025
Background: Recent years have witnessed a surge of technology use and online learning environments, especially during the post-COVID era. The widespread use of technology has sparked a sudden transition from conventional face-to-face learning to online digital-based learning platforms, such as Adobe Connect. Although EFL teachers have implemented…
Descriptors: Foreign Countries, Second Language Learning, English (Second Language), Language Attitudes
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Betül Toka; Sema Büyüktaskapu Soydan – Journal of Inquiry Based Activities, 2025
The purpose of this research is to examine the effect of the Interactive Educational Digital Game Program on the Mathematics Skills and Working Memory Performance of 7-8 year old children who are hospitalized and stay in children's homes. The study was conducted on 5 children hospitalized in Malatya Inönü University Turgut Özal Medical Center…
Descriptors: Video Games, Technology Uses in Education, Mathematics Skills, Short Term Memory
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Eadaoin J. Slattery; Patrick Ryan; Donal G. Fortune; Laura P. McAvinue – Mind, Brain, and Education, 2024
This study evaluated the impact of a theory-driven cognitive attention training program, "Keeping Score!," in improving students' sustained attention capacity. Training was based on sustained updating. Students engaged this process by mentally keeping score during an interactive game of table tennis without external aids. Students (9-11…
Descriptors: Attention Span, Attention Control, Game Based Learning, Athletics
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Newman, Sharlene D.; Loughery, Erin; Ecklund, Ambur; Smothers, Marriah; Ongeri, Jefney – Mathematical Thinking and Learning: An International Journal, 2023
Previous studies have found that block play results in better spatial ability which may lead to greater mathematical skills. The current study examined a specific type of block play, structured block play in which a copy of a block configuration is constructed. Structured block play is a difficult cognitive task that requires an understanding of…
Descriptors: Spatial Ability, Preschool Children, Computation, Mathematics Skills
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Muñez, David; Lee, Kerry; Bull, Rebecca; Khng, Kiat Hui; Cheam, Fiona; Rahim, Ridzuam Abd – Journal of Educational Psychology, 2022
We explored the challenges, limitations, and potential effectiveness of a large-scale computerized working memory and numeracy intervention in the classroom with children at risk of mathematical learning disabilities (n = 428, M[subscript age] = 83.85 months, 41% female). Children were assigned to four different treatment protocols (working memory…
Descriptors: Short Term Memory, Numeracy, Mathematics Education, Intervention
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van Uittert, Anne; Verhoeven, Ludo; Segers, Eliane – Journal of Computer Assisted Learning, 2022
In the present study, a 5-week tablet-based word reading efficiency game intervention (Reading Turbo) was integrated in a comprehensive phonics-based reading curriculum. The aims of the study were to examine whether the game would advance children's word reading efficiency, and to determine the extent to which pre-reading capacities and in-game…
Descriptors: Game Based Learning, Reading Instruction, Reading Fluency, Educational Games