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de Vries, Marieke; Prins, Pier J. M.; Schmand, Ben A.; Geurts, Hilde M. – Journal of Child Psychology and Psychiatry, 2015
Background: People with autism spectrum disorders (ASDs) experience executive function (EF) deficits. There is an urgent need for effective interventions, but in spite of the increasing research focus on computerized cognitive training, this has not been studied in ASD. Hence, we investigated two EF training conditions in children with ASD.…
Descriptors: Autism, Pervasive Developmental Disorders, Executive Function, Intervention
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Brown, Katherine B.; Hughes, Abby J.; Crowder, Isabelle G.; Brown, Philip M. – Gifted Child Today, 2015
As the National Middle School Association wrote, "No other age level is of more enduring importance because the determinants of one's behavior as an adult, self concept, learning interests and skills, and values largely are formed in this period of life." During this influential time in the lives of gifted adolescents, it is important to…
Descriptors: Middle School Students, Middle School Teachers, Teaching Methods, Academically Gifted
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Albu, Mihai; Atack, Lynda; Srivastava, Ishaan – Health Education Journal, 2015
Objective: Motivating clients to change the health behaviour, and maintaining an interest in exercise programmes, is an ongoing challenge for health educators. With new developments in technology, simulation and gaming are increasingly being considered as ways to motivate users, support learning and promote positive health behaviours. The purpose…
Descriptors: Health Education, Simulation, Usability, Health Behavior
Johnson, L.; Adams Becker, S.; Estrada, V.; Freeman, A. – New Media Consortium, 2015
The internationally recognized series of "Horizon Reports" is part of the New Media Consortium's Horizon Project, a comprehensive research venture established in 2002 that identifies and describes emerging technologies likely to have a large impact over the coming years on a variety of sectors around the globe. This "2015 Horizon…
Descriptors: Museums, Educational Technology, Technology Integration, Technology Uses in Education
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Beach, Richard – Research in the Schools, 2012
This article reviews research on English language arts teachers' use of digital tools in the classroom to remediate print literacies. Specifically, this review focuses on the affordances of digital tools to foster uses of digital literacies of informational/accessibility, collaboration knowledge construction, multimodal communication, gaming…
Descriptors: Cooperation, Feedback (Response), Language Arts, English Instruction
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Tao, Yu-Hui; Yeh, C. Rosa; Hung, Kung Chin – Computers & Education, 2012
Previous studies on business simulation games (BSGs) have concluded that improved performance may not be the primary benefit of using BSGs, due to mixed results between student performance and perceptions. Two relevant and insightful issues attract our attention, namely, the impacts of the heterogeneous student population and the different…
Descriptors: Academic Achievement, Student Characteristics, Learning Motivation, Regression (Statistics)
DeLoach, Darcia – ProQuest LLC, 2017
Response to Intervention (RTI) is a research-based process in which students are provided timely intensive interventions. No longer adopting "wait to fail" models, this paradigm shift has challenged educators to employ systematic mathematics interventions which has been reported as challenging to implement within high schools. Therefore,…
Descriptors: Teacher Attitudes, Response to Intervention, High Schools, Secondary School Teachers
Woodason, Janna – ProQuest LLC, 2017
Response to Intervention (RTI) is a research-based process in which students are provided timely intensive interventions. No longer adopting "wait to fail" models, this paradigm shift has challenged educators to employ systematic mathematics interventions which has been reported as challenging to implement within high schools. Therefore,…
Descriptors: Teacher Attitudes, Response to Intervention, High Schools, Secondary School Teachers
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Marton, Ference; Pang, Ming Fai – Frontline Learning Research, 2013
In helping learners to make a novel meaning their own, such as when helping children to understand what a word means or teaching students a new concept in school, we frequently point to examples that share the aimed-at meaning but differ otherwise. This type of approach rests on the assumption that novel meanings can be acquired through the…
Descriptors: Novelty (Stimulus Dimension), Computer Games, Differences, Phenomenology
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Mehm, Florian; Göbel, Stefan; Steinmetz, Ralf – International Journal of Game-Based Learning, 2013
The genre of educational adventure games is a common and successful choice in game-based learning. The games combine captivating narratives that motivate players to continue playing with game mechanics that are conductive to learning: the gameplay is slow-paced, allowing players to learn at their own pace, and focused on puzzles that can be…
Descriptors: Educational Games, Adventure Education, Models, Programming
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Jaelani, Anton; Putri, Ratu Ilma Indra; Hartono, Yusuf – Indonesian Mathematical Society Journal on Mathematics Education, 2013
Understanding of measuring time has difficulty for children because it is intangible. Standard units often used directly by teacher for learning time measurement. Many researches involved games in designing learning material to facilitate fun and meaningful learning for children. For this reason, learning of time measurement that connects with…
Descriptors: Time, Educational Games, Elementary School Students, Grade 3
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Odluyurt, Serhat – Educational Sciences: Theory and Practice, 2013
In the present research, the peers of children with autism at primary school level and in an inclusive environment were taught using direct modeling and video modeling education processes, and it was observed whether or not they could effectively and efficiently teach how to play games to their friends with autism. This study used adapted…
Descriptors: Role Playing, Modeling (Psychology), Peer Teaching, Autism
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Bulut, Ergin – Review of Education, Pedagogy & Cultural Studies, 2013
In this article, the author draws specifically on the work of Walter Benjamin and engages with the world of video games by focusing on the constitution of labor as it unfolds in modding practices, as well as approaching the very act of seeing labor in a highly visual culture where value is extracted not just through the labor process but also…
Descriptors: Video Games, Teaching Methods, Educational Technology, Technology Uses in Education
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Su, Yin; Rao, Li-Lin; Sun, Hong-Yue; Du, Xue-Lei; Li, Xingshan; Li, Shu – Journal of Experimental Psychology: Learning, Memory, and Cognition, 2013
The debate about whether making a risky choice is based on a weighting and adding process has a long history and is still unresolved. To address this long-standing controversy, we developed a comparative paradigm. Participants' eye movements in 2 risky choice tasks that required participants to choose between risky options in single-play and…
Descriptors: Eye Movements, Risk, Decision Making, Task Analysis
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Hetzroni, O. E.; Ne'eman, A. – Journal of Intellectual Disability Research, 2013
Background: Children with autism may benefit from using graphic symbols for their communication, language and literacy development. The purpose of this study was to investigate the influence of colour versus grey-scale displays on the identification of graphic symbols using a computer-based intervention. Method: An alternating treatment design was…
Descriptors: Color, Generalization, Identification, Intervention
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