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Eniko Orsolya Bereczki; Zsofia K. Takacs; J. Elizabeth Richey; Huy A. Nguyen; Michael Mogessie; Bruce M. McLaren – Journal of Computer Assisted Learning, 2024
Background: Mindfulness practices enhance executive function skills and academic achievement, spurring interest in integrating mindfulness interventions into education. Embedding mindfulness practice into a digital math game may provide a low-cost, scalable way to induce mindfulness and boost game-based learning, yet this approach remains…
Descriptors: Metacognition, Educational Games, Video Games, Game Based Learning
Fiorella, Logan; Mayer, Richard E. – Journal of Educational Psychology, 2012
The purpose of this study was to test the instructional value of adding paper-based metacognitive prompting features to a gamelike environment for learning about electrical circuits, called the Circuit Game. In Experiment 1, students who were prompted during Levels 1 through 9 to direct their attention to the most relevant features of the game and…
Descriptors: Prompting, Metacognition, Experiments, Equipment
Bimbrahw, Justin; Boger, Jennifer; Mihailidis, Alex – Assistive Technology, 2012
Learning to perform self-care skills can pose a major challenge for children with Autism Spectrum Disorder (ASD) as well as the parents and caregivers who support them. The computerized device described in this paper has been used by children with ASD and their carers to autonomously assist with self-care activities. The device uses computer…
Descriptors: Autism, Artificial Intelligence, Caregivers, Daily Living Skills
Zisimopoulos, Dimitrios; Sigafoos, Jeff; Koutromanos, George – Education and Training in Autism and Developmental Disabilities, 2011
We evaluated a video prompting and a constant time delay procedure for teaching three primary school students with moderate intellectual disabilities to access the Internet and download pictures related to participation in a classroom History project. Video clips were used as an antecedent prompt and as an error correction technique within a…
Descriptors: Video Technology, Educational Strategies, Mental Retardation, Prompting
Lee, Chun-Yi; Chen, Ming-Puu. – Computers & Education, 2009
The purpose of this study was to investigate the effects of type of question prompt and level of prior knowledge on non-routine mathematical problem solving. A computer game was blended within the pattern reasoning tasks, along with question prompts, in order to demonstrate and enhance the connections between viable problem-solving strategies and…
Descriptors: Prior Learning, Problem Solving, Grade 9, Computers
Cihak, David F.; Kessler, Kelby; Alberto, Paul A. – Education and Training in Developmental Disabilities, 2008
The use of a handheld prompting system by four students with moderate to severe intellectual disabilities to independently transition between an ordered chain of tasks was examined in a community vocational setting. Effectiveness of the handheld prompting system was assessed using a multiple-probe design across participants. Analysis of the data…
Descriptors: Severe Mental Retardation, Prompting, Moderate Mental Retardation, Vocational Education
Mayer, Richard E.; Johnson, Cheryl I. – Journal of Educational Computing Research, 2010
Students learned about electrical circuits in an arcade-type game consisting of 10 levels. For example, in one level students saw two circuits consisting of various batteries and resistors connected in series or parallel, and had to indicate which one had a higher rate of moving current. On levels 1-9, all students received a correct tone and had…
Descriptors: Feedback (Response), Educational Games, Experiential Learning, Science Instruction
Christensen, Laurene L.; Albus, Debra A.; Liu, Kristin K.; Thurlow, Martha L.; Kincaid, Aleksis – National Center on Educational Outcomes, 2013
English language learners (ELLs) with disabilities are required to participate in all state and district assessments similar to their peers without disabilities. This includes assessments used for the Elementary and Secondary Education Act (ESEA) Title I accountability purposes for demonstrating proficiency in academic content, assessments used…
Descriptors: English Language Learners, State Policy, Disabilities, Student Participation
Cihak, David F.; Kessler, Kelby B.; Alberto, Paul A. – Research in Developmental Disabilities: A Multidisciplinary Journal, 2007
This study determined the effectiveness of a commercially produced handheld computer, as a prompting system in facilitating the generalization and increasing the probability of long-term maintenance of vocational skills by adolescents with moderate intellectual disabilities. Four students successfully used the system in learning a task and then…
Descriptors: Prompting, Mental Retardation, Computers, Generalization

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