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Showing all 11 results Save | Export
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Linna Hu; Mardelle McCuskey Shepley – International Journal of Technology and Design Education, 2025
With a focus on the evaluation of conceptual product designs presented in the form of renderings, this paper describes an eye-tracking study in which gaze metrics, design ratings, and overall rankings of designs were measured. To explore the rationales behind fixational eye movements and numeric evaluation outcomes, additional qualitative data…
Descriptors: Merchandise Information, Marketing, Biofeedback, Eye Movements
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Mohammed, Shelan Hakeem; AL-Najjar, Salwa A. – Journal of Education and Practice, 2016
Background: Deep vein thrombosis (DVT) of lower limbs is one of the most causes for the majority of death caused by pulmonary embolism. Many medical and surgical disorders are complicated by DVT. Most venous thrombi are clinically silent. B-mode and color Doppler imaging is needed for early diagnosis of DVT to prevent complications and squeal of…
Descriptors: Clinical Diagnosis, Metabolism, Medical Evaluation, Outcomes of Treatment
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Rodgers, Jill; Slota, Peggy; Zamboni, Beth – Journal of School Nursing, 2018
Exertional heat illness (EHI) is a leading cause of preventable death among student athletes. While causes and preventative measures for EHI are known, school districts may not be implementing evidence-based practices. This descriptive, exploratory study explored school policies, resources, and practices of coaches in a mid-Atlantic state in the…
Descriptors: Secondary School Students, Athletes, Evidence Based Practice, School Policy
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Fominykh, Mikhail; Prasolova-Førland, Ekaterina; Stiles, Tore C.; Krogh, Anne Berit; Linde, Mattias – Journal of Interactive Learning Research, 2018
This paper presents a concept for designing low-cost therapeutic training with biofeedback and virtual reality. We completed the first evaluation of a prototype--a mobile learning application for relaxation training, primarily for adolescents suffering from tension-type headaches. The system delivers visual experience on a head-mounted display. A…
Descriptors: Therapy, Relaxation Training, Biofeedback, Computer Simulation
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Nation-Grainger, Stephen – Research Papers in Education, 2017
Motivating adolescents to participate in exercise and physical activity is becoming increasingly important due to a rise in obesity but can be prevented through Physical Education. A quasi-experimental design, grounded in the Self-determination theory, was utilised to assess the impact of an intervention using wrist-worn digital physical activity…
Descriptors: Adolescents, Motivation, Exercise, Physical Education
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Huang, Yueh-Min; Hwang, Jan-Pan; Chen, Sherry Y. – Interactive Learning Environments, 2016
Cognitive styles have been regarded as a crucial factor that affects the effectiveness of web-based learning (WBL). Previous research indicated that educational settings that match with students' cognitive styles can enhance students' learning performance, which is, however, linked to their emotion. Various physiological signals can be applied to…
Descriptors: Web Based Instruction, Cognitive Style, Educational Environment, Emotional Response
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Antonietti, Alessandro; Colombo, Barbara; Di Nuzzo, Chiara – Learning, Media and Technology, 2015
This study aims at investigating students' strategies--as revealed by behavioural, psychophysiological and introspective measures--which are applied during the free exploration of multimedia instructional presentations, which requires students to self-regulate their learning processes. Two multimedia presentations were constructed and presented to…
Descriptors: Metacognition, Multimedia Instruction, Eye Movements, Undergraduate Students
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Charij, Stephanie; Oikonomou, Andreas – International Journal of Game-Based Learning, 2013
With the increasing potential for gaming hardware and peripherals to support biometrics, their application within the games industry for software and design should be considered. This paper assesses the ability to use a form of biometric measurement, heart rate, in real-time to improve the challenge and enjoyment of a game by catering it to…
Descriptors: Computer Games, Measurement Techniques, Human Body, Biology
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Wright, Craig; Conlon, Elizabeth – Australian Journal of Educational & Developmental Psychology, 2009
This article presents a critique on K. Amon and A. Campbell's "Can children with AD/HD learn relaxation and breathing techniques through biofeedback video games?". Amon and Campbell reported a successful trial of a commercially available biofeedback program, "The Wild Divine", in reducing symptoms of Attention-Deficit/Hyperactivity Disorder (ADHD)…
Descriptors: Control Groups, Intervention, Video Games, Hyperactivity
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Amon, Krestina L.; Campbell, Andrew – Australian Journal of Educational & Developmental Psychology, 2008
This study investigated "The Journey to Wild Divine" as a biofeedback management tool teaching breathing and relaxation skills to children with Attention-Deficit/Hyperactivity Disorder (AD/HD). The children played the game by manipulating their heart rate using breathing techniques taught in the game, measured through three finger sensors. Parents…
Descriptors: Experimental Groups, Control Groups, Metabolism, Video Games
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Bradshaw, Danielle I.; George, James D.; Hyde, Annette; LaMonte, Michael J.; Vehrs, Pat R.; Hager, Ronald L.; Yanowitz, Frank G. – Research Quarterly for Exercise and Sport, 2005
The purpose of this study was to develop a regression equation to predict maximal oxygen uptake (VO[subscript 2]max) based on nonexercise (N-EX) data. All participants (N = 100), ages 18-65 years, successfully completed a maximal graded exercise test (GXT) to assess VO[subscript 2]max (M = 39.96 mL[middle dot]kg[superscript -1][middle…
Descriptors: Adults, Exercise, Testing, Body Composition