Publication Date
In 2025 | 1 |
Since 2024 | 3 |
Descriptor
Association (Psychology) | 3 |
Associative Learning | 3 |
Foreign Countries | 2 |
Undergraduate Students | 2 |
Achievement Gains | 1 |
Association Measures | 1 |
Chinese | 1 |
Familiarity | 1 |
Form Classes (Languages) | 1 |
Gamification | 1 |
Grade 10 | 1 |
More ▼ |
Author
Ada Cristina Hurtado-Flores | 1 |
C. J. Brainerd | 1 |
D. M. Bialer | 1 |
Ernesto Adolfo Carrera-Salas | 1 |
Lubei Zhang | 1 |
M. Chang | 1 |
Mayra Stefany Torres-Munares | 1 |
Ming Li | 1 |
X. Liu | 1 |
Publication Type
Journal Articles | 3 |
Reports - Research | 3 |
Education Level
Higher Education | 2 |
Postsecondary Education | 2 |
Elementary Education | 1 |
Grade 10 | 1 |
Grade 4 | 1 |
High Schools | 1 |
Intermediate Grades | 1 |
Secondary Education | 1 |
Audience
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
C. J. Brainerd; M. Chang; D. M. Bialer; X. Liu – Journal of Experimental Psychology: Learning, Memory, and Cognition, 2024
We report the first evidence that the gist mechanism of fuzzy-trace theory and the associative mechanism of activation monitoring theory operate in parallel, in the recall version of the Deese/Roediger/McDermott illusion. In three experiments, we implemented a new methodology that allows their respective empirical indexes, gist strength (GS) and…
Descriptors: Undergraduate Students, Recall (Psychology), Associative Learning, Association (Psychology)
Ming Li; Lubei Zhang – SAGE Open, 2025
This study examined word class effects on Yi students' L2 Chinese word associations. 108 stimulus words, consisting of 36 nouns, 36 verbs, and 36 adjectives, were chosen from Corpus of Modern Chinese, with their frequencies and concreteness being strictly controlled. 80 students from grade 4 and 85 students from grade 10 finished the word…
Descriptors: Foreign Countries, Form Classes (Languages), Grade 4, Grade 10
Mayra Stefany Torres-Munares; Ada Cristina Hurtado-Flores; Ernesto Adolfo Carrera-Salas – Cogent Education, 2024
College students often face difficulties managing their time due to a lack of basic organizational skills. The research proposes the implementation of a mobile application to improve time management based on gamification as a solution to promote compliance with academic activities. For the correct development of these academic activities, the SOAR…
Descriptors: Foreign Countries, Undergraduate Students, Gamification, Technology Uses in Education