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Corredor, Javier; Gaydos, Matthew; Squire, Kurt – Journal of Science Education and Technology, 2014
This article explores how learning biological concepts can be facilitated by playing a video game that depicts interactions and processes at the subcellular level. Particularly, this article reviews the effects of a real-time strategy game that requires players to control the behavior of a virus and interact with cell structures in a way that…
Descriptors: Scientific Concepts, Biology, Video Games, Time Perspective
De Jaeger, Xavier; Courtey, Julie; Brus, Maïna; Artinian, Julien; Villain, Hélène; Bacquié, Elodie; Roullet, Pascal – Learning & Memory, 2014
Reconsolidation is necessary for the restabilization of reactivated memory traces. However, experimental parameters have been suggested as boundary conditions for this process. Here we investigated the role of a spatial memory trace's age, strength, and update on the reconsolidation process in mice. We first found that protein synthesis is…
Descriptors: Spatial Ability, Memory, Animals, Brain Hemisphere Functions
Schneider, Darryl W. – Journal of Experimental Psychology: Learning, Memory, and Cognition, 2015
Response congruency effects in task switching reflect worse performance for incongruent targets associated with different responses across tasks than for congruent targets associated with the same response. In the present study, the author investigated whether the effects can be produced solely by a mediated route for response selection, whereby…
Descriptors: Task Analysis, Cognitive Processes, Semantics, Cognitive Ability
Vergauwe, Evie; Cowan, Nelson – Journal of Experimental Psychology: Learning, Memory, and Cognition, 2015
We compared two contrasting hypotheses of how multifeatured objects are stored in visual working memory (vWM); as integrated objects or as independent features. A new procedure was devised to examine vWM representations of several concurrently held objects and their features and our main measure was reaction time (RT), allowing an examination of…
Descriptors: Short Term Memory, Visual Perception, Reaction Time, Comparative Analysis
Bowler, Dermot M.; Gaigg, Sebastian B.; Gardiner, John M. – Journal of Autism and Developmental Disorders, 2015
Adults with autism spectrum disorder (ASD) show intact recognition (supported procedure) but impaired recall (unsupported procedure) of incidentally-encoded context. Because this has not been demonstrated for temporal source, we compared the temporal and spatial source memory of adults with ASD and verbally matched typical adults. Because of…
Descriptors: Autism, Pervasive Developmental Disorders, Adults, Memory
Schmidtke, Daniel; Matsuki, Kazunaga; Kuperman, Victor – Journal of Experimental Psychology: Learning, Memory, and Cognition, 2017
The current study addresses a discrepancy in the psycholinguistic literature about the chronology of information processing during the visual recognition of morphologically complex words. "Form-then-meaning" accounts of complex word recognition claim that morphemes are processed as units of form prior to any influence of their meanings,…
Descriptors: Word Recognition, Reaction Time, Eye Movements, Language Processing
Garcia, Beth; Coneway, Betty – European Journal of Educational Sciences, 2019
This article views appropriate processing time through various lenses considering diverse needs of students/children. After noting significant differences between school cultures of Italian (Reggio Emilia and Montessori) and U.S. schools, the researchers conducted a qualitative case study where they collected data from a heterogenous group of…
Descriptors: Foreign Countries, Questioning Techniques, Children, Reggio Emilia Approach
Ludyga, Sebastian; Gerber, Markus; Brand, Serge; Pühse, Uwe; Colledge, Flora – Research Quarterly for Exercise and Sport, 2018
Purpose: Acute benefits of aerobic exercise on executive functioning have been reported frequently under laboratory conditions. However, to date, a beneficial effect on long-term memory has been less well supported and no data are available regarding nonlaboratory conditions in young adults. The aim of the current study was to investigate acute…
Descriptors: Exercise, Executive Function, Cognitive Processes, Long Term Memory
Cojean, Salomé; Jamet, Eric – Journal of Computer Assisted Learning, 2018
Information seeking (IS) has become a critical activity in video-based environments. Up to now, the effects of support on information seeking (i.e., scaffolding) have seldom been assessed. The twofold aim of the current study was to (a) assess the effects of scaffolding on IS in videos and (b) determine the characteristics of the users' mental…
Descriptors: Scaffolding (Teaching Technique), Information Seeking, Video Technology, Technology Uses in Education
Sullivan, Michael P.; Griffiths, Gina G.; Sohlberg, Mckay Moore – Journal of Speech, Language, and Hearing Research, 2014
Purpose: To investigate the effect of combat-related posttraumatic stress disorder (PTSD) on 4 components underlying text-level reading comprehension. Method: A group of 17 veterans with PTSD and 17 matched control participants took part. An experimental task required participants to read and study 3-sentence paragraphs describing semantic…
Descriptors: Posttraumatic Stress Disorder, Reading Comprehension, Veterans, Reaction Time
de Villiers, M. R.; Becker, Daphne – Innovations in Education and Teaching International, 2017
From the perspective of parallel mixed-methods research, this paper describes interactivity research that employed usability-testing technology to analyse cognitive learning processes; personal learning styles and times; and errors-and-recovery of learners using an interactive e-learning tutorial called "Relations." "Relations"…
Descriptors: Mixed Methods Research, Tutorial Programs, Usability, Cognitive Processes
Friend, Margaret; Pace, Amy E. – Journal of Cognition and Development, 2016
From early in development, segmenting events unfolding in the world in meaningful ways renders input more manageable and facilitates interpretation and prediction. Yet, little is known about how children process action structure in events composed of multiple coarse-grained actions. More importantly, little is known about the time course of action…
Descriptors: Toddlers, Adults, Motion, Cognitive Processes
Ferrante, Donatella; Girotto, Vittorio; Straga, Marta; Walsh, Clare – Journal of Experimental Psychology: General, 2013
Current views of hypothetical thinking implicitly assume that the content of imaginary thoughts about the past and future should be the same. Two experiments show that, given the same experienced facts of reality, future imagination may differ from past reconstruction. When participants failed a task, their counterfactual thoughts focused on…
Descriptors: Cognitive Processes, Imagination, Simulation, Time
Rummel, Jan; Wesslein, Ann-Katrin; Meiser, Thorsten – Journal of Experimental Psychology: Learning, Memory, and Cognition, 2017
Event-based prospective memory (PM) is the ability to remember to perform an intention in response to an environmental cue. Recent microstructure models postulate four distinguishable stages of successful event-based PM fulfillment. That is, (a) the event must be noticed, (b) the intention must be retrieved, (c) the context must be verified, and…
Descriptors: Memory, Cues, Environmental Influences, Intention
Mitigation of Cognitive Bias with a Serious Game: Two Experiments Testing Feedback Timing and Source
Dunbar, Norah E.; Jensen, Matthew L.; Miller, Claude H.; Bessarabova, Elena; Lee, Yu-Hao; Wilson, Scott N.; Elizondo, Javier; Adame, Bradley J.; Valacich, Joseph; Straub, Sara; Burgoon, Judee K.; Lane, Brianna; Piercy, Cameron W.; Wilson, David; King, Shawn; Vincent, Cindy; Schuetzler, Ryan M. – International Journal of Game-Based Learning, 2017
One of the benefits of using digital games for education is that games can provide feedback for learners to assess their situation and correct their mistakes. We conducted two studies to examine the effectiveness of different feedback design (timing, duration, repeats, and feedback source) in a serious game designed to teach learners about…
Descriptors: Feedback (Response), Video Games, Educational Technology, Technology Uses in Education

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