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Janice Ka-Yan Chan; Theodore Ching-Kong Cheung; Chi-Wai Chan; Fan Fang; Kelly Yee-Ching Lai; Xiang Sun; Helen O'Reilly; Ofer Golan; Carrie Allison; Simon Baron-Cohen; Patrick Wing-Leung Leung – Autism: The International Journal of Research and Practice, 2024
"The Transporters" intervention contains 15 animated episodes that autistic children watch daily for a month and learn emotion recognition through stories depicting social interactions between vehicle characters with grafted human faces, expressing emotions. Its automated, home-based format is cost-effective. This study included four…
Descriptors: Foreign Countries, Emotional Response, Young Children, Autism Spectrum Disorders
Chris Hovey – ProQuest LLC, 2024
This dissertation examines the affective qualities of non-player character motion in a Virtual Reality (VR) cognitive training game, their impact on players' core affective experiences, game performance, and cognitive training outcomes. How do the movements of game characters in a VR environment affect players' experienced emotions, gameplay…
Descriptors: Computer Simulation, Educational Technology, Computer Uses in Education, Computer Games
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Carroll, Annemaree; McCarthy, Molly; Houghton, Stephen; Sanders O'Connor, Emma – Psychology in the Schools, 2020
The effectiveness of universal social emotional learning (SEL) programs are dependent on the incorporation of best practice principles, including an evaluative component. In the present study, the effects of a best practice, teacher-led SEL program was examined with 854 children aged 8-12 years. KooLKIDS uses an interactive multimedia format and…
Descriptors: Program Effectiveness, Foreign Countries, Elementary School Students, Children
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Mills, Kathy A.; Unsworth, Len – Journal of Adolescent & Adult Literacy, 2018
In an age of mobile technologies, digital animation creation can be an important tool for teaching adolescents how to communicate emotions multimodally. This article draws on appraisal theory and original research to illustrate the power of digital animation for multimodal literacy learning. Students from a culturally diverse cohort were taught…
Descriptors: Computer Simulation, Animation, Literacy, Emotional Development
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D'Amico, Antonella – International Journal of Emotional Education, 2018
"Developing Emotional Intelligence" is an Italian language multimedia tool created for children between 8 and 12 years of age. The software is based on the four 'branches' of model of emotional intelligence proposed by Mayer and Salovey and aims to evaluate and improve abilities in perception of emotions; using emotion to facilitate…
Descriptors: Emotional Intelligence, Educational Technology, Technology Uses in Education, Multimedia Instruction
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Bjartveit, Carolyn; Panayotidis, E. Lisa – Contemporary Issues in Early Childhood, 2017
In an online graduate-level early childhood education course, the authors sought to playfully disrupt and transform educators' conceptions of children's "dark play," as provoked by contemporary popular culture. Embracing the imaginative potential of darkness and liminality, the course participants problematized and expanded their…
Descriptors: Attitude Change, Play, Popular Culture, Student Attitudes
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Shin, Dong-Hee; An, Hyeri; Kim, Jang Hyun – Interactive Learning Environments, 2016
The use of a second screen can enhance information processing and the execution of search tasks within a given period. In this study, we examined the learner's attentional shift (AS) between two screens and controlled secondary tasks (STs) in the media multitasking setting and its effect on the learning process. In particular, we analyzed how…
Descriptors: Cognitive Processes, Search Strategies, Attention Control, Learning Processes