Publication Date
In 2025 | 0 |
Since 2024 | 0 |
Since 2021 (last 5 years) | 0 |
Since 2016 (last 10 years) | 2 |
Since 2006 (last 20 years) | 2 |
Descriptor
Empathy | 2 |
Grade 6 | 2 |
Grade 7 | 2 |
Middle School Students | 2 |
Perspective Taking | 2 |
Questionnaires | 2 |
Adolescents | 1 |
Aggression | 1 |
Coding | 1 |
Cognitive Development | 1 |
Correlation | 1 |
More ▼ |
Source
Applied Developmental Science | 2 |
Author
Batanova, Milena | 1 |
Bers, Marina U. | 1 |
Buckingham, Mary H. | 1 |
Gansert, Patricia | 1 |
Geldhof, G. John | 1 |
Gelgoot, Erin S. | 1 |
Hilliard, Lacey J. | 1 |
Lerner, Richard M. | 1 |
Loukas, Alexandra | 1 |
Stack, Caroline | 1 |
Publication Type
Journal Articles | 2 |
Reports - Research | 2 |
Education Level
Middle Schools | 2 |
Elementary Education | 1 |
Grade 6 | 1 |
Grade 7 | 1 |
Intermediate Grades | 1 |
Junior High Schools | 1 |
Secondary Education | 1 |
Audience
Location
Texas | 1 |
Laws, Policies, & Programs
Assessments and Surveys
Interpersonal Reactivity Index | 2 |
My Class Inventory | 1 |
What Works Clearinghouse Rating
Batanova, Milena; Loukas, Alexandra – Applied Developmental Science, 2016
Guided by the social emotional learning framework, this study examined whether early adolescents' social awareness (empathic concern, perspective taking) and self-management (effortful control) would uniquely contribute to early adolescents' subsequent forms of aggression, and whether perceptions of their school climate (friction, cohesion,…
Descriptors: Aggression, Early Adolescents, Empathy, Student Attitudes
Hilliard, Lacey J.; Buckingham, Mary H.; Geldhof, G. John; Gansert, Patricia; Stack, Caroline; Gelgoot, Erin S.; Bers, Marina U.; Lerner, Richard M. – Applied Developmental Science, 2018
Video games have the potential to be contexts for moral learning. We investigated whether "Quandary," a video game designed to promote ethical thinking and moral considerations for decision-making, would help promote positive skills such as perspective taking and empathy in adolescents. We examined the effect of playing…
Descriptors: Perspective Taking, Decision Making, Educational Games, Video Games