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Basak, Chandramallika; Voss, Michelle W.; Erickson, Kirk I.; Boot, Walter R.; Kramer, Arthur F. – Brain and Cognition, 2011
Previous studies have found that differences in brain volume among older adults predict performance in laboratory tasks of executive control, memory, and motor learning. In the present study we asked whether regional differences in brain volume as assessed by the application of a voxel-based morphometry technique on high resolution MRI would also…
Descriptors: Video Games, Brain, Differences, Older Adults
Knight, Simon – Psychology Teaching Review, 2011
When teaching at A-level, educators often present a model of psychology that does not extend beyond the confines of the specification. However, sometimes not only is it possible to provide insight into other areas of psychology, it provides a novel way of understanding a concept included in the specification itself. By extending student's…
Descriptors: Advanced Students, Psychology, Models, Teaching Methods
Hayer, Tobias; Meyer, Gerhard – International Journal of Mental Health and Addiction, 2011
Preliminary scientific evidence indicates that online gamblers are more likely to be problem gamblers and thus point to the need for effective protection measures. This study focuses on an online self-exclusion program and seeks to comprehensively examine the benefits of this measure. It was intended to collect detailed information on the…
Descriptors: Games, Internet, Addictive Behavior, Substance Abuse
Shih, Ching-Hsiang – Research in Developmental Disabilities: A Multidisciplinary Journal, 2011
This study evaluated whether two people with developmental disabilities would be able to actively perform simple physical activities by controlling their favorite environmental stimulation using Nintendo Wii Balance Boards with a newly developed standing location detection program (SLDP, i.e., a new software program turning a Nintendo Wii Balance…
Descriptors: Developmental Disabilities, Stimulation, Physical Activities, Video Games
Van den Bossche, Piet; Gijselaers, Wim; Segers, Mien; Woltjer, Geert; Kirschner, Paul – Instructional Science: An International Journal of the Learning Sciences, 2011
To gain insight in the social processes that underlie knowledge sharing in teams, this article questions which team learning behaviors lead to the construction of a shared mental model. Additionally, it explores how the development of shared mental models mediates the relation between team learning behaviors and team effectiveness. Analyses were…
Descriptors: Teamwork, Cognitive Mapping, Models, Games
Kouba, Joanne; Velsor-Friedrich, Barbarba; Militello, Lisa; Harrison, Patrick R.; Becklenberg, Amy; White, Barb; Surya, Shruti; Ahmed, Avais – Journal of School Nursing, 2013
Asthma is the most prevalent chronic illness in childhood affecting 7 million youth. Many youth with asthma face another risk factor in obesity. Obesity, in turn, increases disorders such as asthma. Studies have recommended that asthma programs also address weight management in youth. Taking this into consideration, the I Can Control Asthma and…
Descriptors: Chronic Illness, Child Health, At Risk Persons, Urban Areas
Sampson, Demetrios G., Ed.; Ifenthaler, Dirk, Ed.; Isaías, Pedro, Ed. – International Association for Development of the Information Society, 2021
These proceedings contain the papers of the 18th International Conference on Cognition and Exploratory Learning in the Digital Age (CELDA 2021), held virtually, due to an exceptional situation caused by the COVID-19 pandemic, from October 13-15, 2021, and organized by the International Association for Development of the Information Society…
Descriptors: Computer Simulation, Open Educational Resources, Telecommunications, Handheld Devices
Steinkuehler, Constance – Journal of Adolescent & Adult Literacy, 2010
Today's youth are situated in a complex information ecology that includes video games and print texts. At the basic level, video game play itself is a form of digital literacy practice. If we widen our focus from the "individual player + technology" to the online communities that play them, we find that video games also lie at the nexus of a…
Descriptors: Video Games, Ecology, Information Literacy, Literacy
Mukundan, Jayakaran; Kalajahi, Seyed Ali Rezvani; Naghdipour, Bakhtiar – Advances in Language and Literary Studies, 2014
There is ample evidence that technology-enhanced instruction could result in students' learning. With the advancement and ever-increasing growth of technology, the use of educational electronic games or computer games in education has appealed to both educators and students. Because of their potential to enhance students' interest, motivation and…
Descriptors: Computer Games, Second Language Instruction, Second Language Learning, Educational Change
Favier, Tim; Van Der Schee, Joop – Review of International Geographical Education Online, 2014
One of the facets of geographic literacy is the ability to think in a structured way about geographic relationships. Geospatial technologies offer many opportunities to stimulate students' geographic relational thinking. The question is: How can these opportunities be effectuated? This paper discusses the results of a process-oriented experiment…
Descriptors: Geography, Spatial Ability, Thinking Skills, Cognitive Style
Anderson, Bodi – International Journal of Virtual and Personal Learning Environments, 2014
This current study examines the need for operational definitions of the concept of interaction in distance education studies. It is proposed that a discourse analysis of linguistic features conversation noted as being representative of interaction can be used to operationalize interaction in synchronous CMC. This study goes on compare two…
Descriptors: Computer Games, Simulated Environment, Interaction, Distance Education
Bottino, Rosa Maria; delle Ricerche, Consiglio Nazionale; Ott, Michela; Tavella, Mauro – International Journal of Game-Based Learning, 2014
The concept of Serious Gaming refers to the adoption of classical entertainment games for purposes other than entertainment, including learning and instruction. In this paper the authors report on a Serious Gaming field experiment where typical board games (such as battleship, master mind and domino) were employed with the shifted purpose of…
Descriptors: Educational Games, Academic Achievement, Learner Engagement, Learning Motivation
Kickmeier-Rust, Michael D.; Hillemann, Eva-C.; Albert, Dietrich – International Journal of Game-Based Learning, 2014
Gamification is a recent trend in the field of game-based learning that accounts for development effort, costs, and effectiveness concerns of games. Another trend in educational technology is learning analytics and formative feedback. In the context of a European project the developed a light weight tool for learning and practicing divisions named…
Descriptors: Mathematics Instruction, Elementary School Mathematics, Educational Games, Teaching Methods
Konert, Johannes; Gutjahr, Michael; Göbel, Stefan; Steinmetz, Ralf – International Journal of Game-Based Learning, 2014
For adaptation and personalization of game play sophisticated player models and learner models are used in game-based learning environments. Thus, the game flow can be optimized to increase efficiency and effectiveness of gaming and learning in parallel. In the field of gaming still the Bartle model is commonly used due to its simplicity and good…
Descriptors: Foreign Countries, Secondary School Students, Grade 9, Games
Lavega, Pere; Alonso, José I.; Etxebeste, Joseba; Lagardera, Francisco; March, Jaume – Research Quarterly for Exercise and Sport, 2014
Purpose: The aims of this study were to analyze the intensity of emotions (positive, negative, or ambiguous) produced when players took part in traditional games with a different social structure and to examine the explanations given by those participants for these emotional experiences. Method: Participants (N = 556) were recruited from 4 Spanish…
Descriptors: Foreign Countries, College Students, Games, Emotional Response

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