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Agung, Iskandar; Widiputera, Ferdi; Widodo – Education Quarterly Reviews, 2019
This study aims to determine the impact of using gadgets on psychosocial, socio-emotional development, selfreliance, responsibility, and student learning outcomes. The focus of this study is elementary school students in urban areas with samples taken from six schools, three each in East Jakarta and South Jakarta in the Indonesian capital city,…
Descriptors: Technology Integration, Handheld Devices, Telecommunications, Internet
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Martinez, Angel; Lasser, Jon – Journal of Creativity in Mental Health, 2013
The process of creating child-developed board games in a counseling setting may promote social, emotional, and behavioral development in children. Using this creative approach, counselors can actively work with children to address referred concerns and build skills that may generalize outside of counseling sessions. A description of the method is…
Descriptors: Special Education, Children, Adolescents, Grade 6