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Kooiman, Brian J.; Sheehan, Dwayne P. – American Journal of Distance Education, 2014
Exergames (active video games that require kinesthetic movement) played in proximity to other players or against a gaming machine have been linked to positive increases in cognitive functioning. This study tested to see if remote exergame play over the Internet had an impact similar to exergames that are played in proximity. The study shows that…
Descriptors: Video Technology, Educational Technology, Physical Education, Motion
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Povinelli, Daniel J.; Landry, Anita M.; Theall, Laura A.; Clark, Britten R.; Castille, Conni M. – Developmental Psychology, 1999
Six experiments examined young children's understanding that very recent past events determine the present. Found that 4-year-olds, but not 3-year-olds, could locate a puppet they had observed being hidden either through a videotape or using a verbal analog of the task. When children observed 2 events in which they participated, only 5-year-olds…
Descriptors: Age Differences, Cognitive Development, Proximity, Time
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Plumert, Jodie M.; Hawkins, Aimee M. – Child Development, 2001
Examined in 4 experiments 3- and 4-year-olds' ability to communicate about containment and proximity relations. Found that when describing where a toy mouse was hidden, children were more likely to successfully disambiguate a small landmark when it was in, rather than next to, the large landmark. Three-year-olds initiated searches faster when the…
Descriptors: Age Differences, Bias, Cognitive Development, Communication Skills