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Zhuoyao Cui; Haochen Yang – SAGE Open, 2023
This study investigates the influence of game elements on active learning intentions within digital learning platforms. Drawing from a situational perspective, we developed a model and validated it using data from 492 respondents collected via questionnaires. Our findings suggest that while social elements enhance active learning intentions, both…
Descriptors: Educational Technology, Technology Uses in Education, Gamification, Active Learning
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Inhulsen, Maj-Britt M. R.; Busch, Vincent; van Stralen, Maartje M. – Journal of School Health, 2022
Background: This study evaluated the effect of the school-based intervention Charge Your Brainzzz on adolescents' social-cognitive determinants, sleep hygiene and sleep duration and quality. Methods: A cluster-randomized controlled trial was conducted with 972 students from 10 Dutch high schools. Schools were randomly allocated to the intervention…
Descriptors: Health Education, Intervention, Sleep, Health Promotion
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Lim, Alliyza; Young, Robyn L.; Brewer, Neil – Applied Cognitive Psychology, 2022
Behaviors such as gaze aversion and repetitive movements are commonly believed to be signs of deception and low credibility; however, they may also be characteristic of individuals with developmental or mental health conditions. We examined the effect of five behaviors that are common among autistic individuals--gaze aversion, repetitive…
Descriptors: Altruism, Nonverbal Communication, Credibility, Deception