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Bárbara Mariana Gutiérrez-Pérez; María Teresa Silva-Fernández; Sara Serrate González – Educational Media International, 2024
The aim of this paper is to describe and analyze the process of co-creation and evaluation of an educational video game application called "Natur-Kingdom," developed within the framework of the NaturTEC-Kids Living Lab with the active participation of children and adolescents. This article aims to demonstrate how the integration of end…
Descriptors: Video Games, Educational Technology, Learner Engagement, Children
Vanessa Rumie – ProQuest LLC, 2022
Society today has vastly integrated technology into every industry, and this is no different for psychotherapy and education. Increasing research supports utilizing technology to deliver Cognitive Behavioral Therapy (CBT) principles. Specifically, current literature supports the use of CBT for students experiencing anger regulation difficulties…
Descriptors: Psychological Patterns, Child Behavior, Cognitive Restructuring, Behavior Modification
Stormshak, Elizabeth A.; Seeley, John R.; Caruthers, Allison S.; Cardenas, Lucia; Moore, Kevin J.; Tyler, Milagra S.; Fleming, Christopher M.; Gau, Jeff; Danaher, Brian – Grantee Submission, 2019
This study evaluated the efficacy of a family-centered preventive intervention, the Family Check-Up (FCU), delivered as an online, eHealth model to middle school families. To increase accessibility of family-centered prevention in schools, we adapted the evidence-based FCU to an online format, with the goal of providing a model of service delivery…
Descriptors: Middle School Students, Intervention, Program Effectiveness, Family Programs
Goldstein, Marion; Famularo, Lisa; Kynn, Jamie; Pierson, Elizabeth – Journal of Outdoor Recreation, Education, and Leadership, 2019
To become robust scientific thinkers, children need meaningful opportunities to engage in science learning across a variety of contexts. Unfortunately, many children, especially those in urban settings and from low-income families, do not get the experiences needed to deepen their understanding of a broad range of scientific ideas, nor do they…
Descriptors: Outdoor Education, Discovery Learning, Science Education, Informal Education
Bruhn, Allison Leigh; Vogelgesang, Kari; Fernando, Josephine; Lugo, Wilbeth – Journal of Special Education Technology, 2016
Technology in schools is abundant as is the call for evidence-based interventions for students who need additional support to be successful. One promising use of technology is for self-monitoring interventions aimed at improving classroom behavior. In this study, two middle school students with disabilities used a multicomponent, self-monitoring…
Descriptors: Technology Uses in Education, Educational Technology, Middle School Students, Handheld Devices
Ke, Fengfeng; Im, Tami – Journal of Educational Research, 2013
Employing the multiple-baseline across-subjects design, the authors examined the implementation and potential effect of a virtual-reality-based social interaction program on the interaction and communication performance of children with high functioning autism. The data were collected via behavior observation and analysis, questionnaires, and…
Descriptors: Autism, Computer Simulation, Interaction, Social Development
Nelson, Leslie Lynn – ProQuest LLC, 2013
Young children with autism spectrum disorder (ASD) frequently display an inability to self-regulate (use materials appropriately and refrain from self-stimulatory behavior) and self-monitor (complete each step in a task before continuing to the next step) their behavior and therefore experience a great deal of failure within their respective…
Descriptors: Young Children, Pervasive Developmental Disorders, Self Control, Self Management

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