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Hossein Kakejani; Alireza Farsi; Behrouz Abdoli; Hamidollah Hassanlouei – International Journal of Disability, Development and Education, 2025
The aim of the present study was to determine the effect of the game-based training program on fundamental movement skills (FMS) and working memory (WM) in male children with Down syndrome. Twenty-one children ages 9 to 11 years were assigned to either a Game-Based Training (GBT) or No-Training (NT) group. The GBT group participated in 12 sessions…
Descriptors: Preadolescents, Children, Game Based Learning, Psychomotor Skills
Vasco Rikkers; Dipti Kapoor Sarmah – Journal of Computing in Higher Education, 2025
In recent years, gamification has seen a rise in usage for cyber-security training, with some of the most used elements being story and narrative. Yet there seems to be a lack of research on story-based gamification as well as how this type of gamification affects a training's effectiveness. The goal of this study was to test the effectiveness of…
Descriptors: Gamification, Computer Security, Training Methods, Foreign Countries
Eadaoin J. Slattery; Patrick Ryan; Donal G. Fortune; Laura P. McAvinue – Mind, Brain, and Education, 2024
This study evaluated the impact of a theory-driven cognitive attention training program, "Keeping Score!," in improving students' sustained attention capacity. Training was based on sustained updating. Students engaged this process by mentally keeping score during an interactive game of table tennis without external aids. Students (9-11…
Descriptors: Attention Span, Attention Control, Game Based Learning, Athletics
Addison Davis – English in Texas, 2024
As a teacher in the San Antonio Independent School District, Addison Davis encountered a significant challenge--maintaining student engagement during the last periods of the school day. These periods often felt like a battle between his students' growing restlessness and his efforts to keep them focused on the content. Initially, he relied heavily…
Descriptors: Teaching Methods, Preferences, English Instruction, Handwriting
Ting-Chia Hsu; Mu-Sheng Chen – Education and Information Technologies, 2025
This study aimed to compare the effectiveness of the experiential learning cycle (ELC) and self-regulated learning (SRL), both implemented through a game-based approach (AI 2 Robot City board game), in fostering computational thinking (CT) and understanding of artificial intelligence (AI) applications in university level. The sample consisted of…
Descriptors: College Freshmen, Artificial Intelligence, Logical Thinking, Teaching Methods