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Kooiman, Brian J.; Sheehan, Dwayne P. – American Journal of Distance Education, 2014
Exergames (active video games that require kinesthetic movement) played in proximity to other players or against a gaming machine have been linked to positive increases in cognitive functioning. This study tested to see if remote exergame play over the Internet had an impact similar to exergames that are played in proximity. The study shows that…
Descriptors: Video Technology, Educational Technology, Physical Education, Motion
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Gemici, Sinan; Rojewski, Jay W. – Journal of Education for Students Placed at Risk, 2010
Work-based learning interventions, particularly cooperative education, are a viable way to support the post-high school transition process, enhance work-related cognitive development, and increase the occupational engagement of at-risk youth. Using propensity score matching to analyze data from the Educational Longitudinal Study of 2002…
Descriptors: Postsecondary Education, High Schools, At Risk Students, Cooperative Education
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Thomas, Jerald A. – Gifted Child Quarterly, 2008
This study examines development along Perry's intellectual and ethical scale among three successive graduating classes of students identified as gifted and talented in mathematics and science. Perry posits that intellectual development proceeds from a basic dualism through nine stages ("positions") and culminates with a sense of personal identify…
Descriptors: Adolescent Development, Developmental Stages, Questionnaires, Student Characteristics