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) | 14 |
Descriptor
Children | 20 |
Computer Simulation | 20 |
Intervention | 6 |
Adults | 4 |
Autism | 4 |
Child Development | 3 |
Computer Mediated… | 3 |
Foreign Countries | 3 |
Play | 3 |
Technology Uses in Education | 3 |
Adolescents | 2 |
More ▼ |
Source
Author
Alcantud, Francisco | 1 |
Baumer, Eric | 1 |
Berthoz, Alain | 1 |
Black, Rebecca | 1 |
Blanquer, Amparo | 1 |
Blythe, Hazel I. | 1 |
Braithwaite, David W. | 1 |
Bullens, Jessie | 1 |
Carpenter, F. Lynn | 1 |
Chiang, Ching-Sui | 1 |
Cremer, James F. | 1 |
More ▼ |
Publication Type
Reports - Evaluative | 20 |
Journal Articles | 18 |
Information Analyses | 1 |
Speeches/Meeting Papers | 1 |
Education Level
Elementary Secondary Education | 4 |
Higher Education | 2 |
Adult Education | 1 |
Elementary Education | 1 |
Middle Schools | 1 |
Postsecondary Education | 1 |
Audience
Location
Canada | 2 |
Australia | 1 |
Burma | 1 |
United Kingdom | 1 |
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Siegler, Robert S.; Im, Soo-hyun; Schiller, Lauren K.; Tian, Jing; Braithwaite, David W. – Grantee Submission, 2020
Children's failure to reason often leads to their mathematical performance being shaped by spurious associations from problem input and overgeneralization of inapplicable procedures rather than by whether answers and procedures make sense. In particular, imbalanced distributions of problems, particularly in textbooks, lead children to create…
Descriptors: Logical Thinking, Arithmetic, Numbers, Fractions
Dezuanni, Michael – Learning, Media and Technology, 2018
This article aims to contribute new knowledge about the media literacies children assemble as they play the digital game "Minecraft" which it describes as a children's digital making platform. The article argues media literacy's tendency to use socio-cultural and humanist accounts of media participation limit its ability to fully explain…
Descriptors: Educational Technology, Technology Uses in Education, Shared Resources and Services, Media Literacy
Ludlow, Barbara L. – Rural Special Education Quarterly, 2015
Virtual reality is an emerging technology that has resulted in rapid expansion in the development of virtual immersive environments for use as educational simulations in schools, colleges and universities. This article presents an overview of virtual reality, describes a number of applications currently being used by special educators for…
Descriptors: Computer Simulation, Technology Uses in Education, Rural Areas, Rural Schools
Reichle, Erik D.; Liversedge, Simon P.; Drieghe, Denis; Blythe, Hazel I.; Joseph, Holly S. S. L.; White, Sarah J.; Rayner, Keith – Developmental Review, 2013
Compared to skilled adult readers, children typically make more fixations that are longer in duration, shorter saccades, and more regressions, thus reading more slowly (Blythe & Joseph, 2011). Recent attempts to understand the reasons for these differences have discovered some similarities (e.g., children and adults target their saccades…
Descriptors: Child Development, Eye Movements, Reading Skills, Adults
Plumert, Jodie M.; Kearney, Joseph K.; Cremer, James F.; Recker, Kara M.; Strutt, Jonathan – Journal of Experimental Child Psychology, 2011
This investigation examined short-term changes in child and adult cyclists' gap decisions and movement timing in response to general and specific road-crossing experiences. Children (10- and 12-year-olds) and adults rode a bicycle through a virtual environment with 12 intersections. Participants faced continuous cross traffic and waited for gaps…
Descriptors: Physical Activities, Traffic Safety, Reaction Time, Children
Shih, Ching-Hsiang; Shih, Ching-Tien; Pi, Pi-Hsiang – Research in Developmental Disabilities: A Multidisciplinary Journal, 2011
The latest research adopting software technology to improve pointing performance is through an Automatic Target Acquisition Program (ATAP), where the user can click on the mouse button when a dashed line is aimed at the desired target, instead of moving the cursor to the target. However, ATAP has one limitation--it cannot benefit from Mouseover…
Descriptors: Intervention, Computer Simulation, Developmental Disabilities, Program Effectiveness
Garland, Krista Vince; Vasquez, Eleazar, III; Pearl, Cynthia – Education and Training in Autism and Developmental Disabilities, 2012
Discrete-trials teaching (DTT) is an evidence-based practice used in educational programs for children with autism spectrum disorders (ASD). Although there is strong demand for preparing teachers to effectively implement DTT, there is a scarcity of published research on such studies. A multiple baseline across participants design was utilized to…
Descriptors: Virtual Classrooms, Evidence, Autism, Computer Simulation
Bullens, Jessie; Igloi, Kinga; Berthoz, Alain; Postma, Albert; Rondi-Reig, Laure – Journal of Experimental Child Psychology, 2010
Navigation in a complex environment can rely on the use of different spatial strategies. We have focused on the employment of "allocentric" (i.e., encoding interrelationships among environmental cues, movements, and the location of the goal) and "sequential egocentric" (i.e., sequences of body turns associated with specific choice points)…
Descriptors: Navigation, Spatial Ability, Children, Age Differences
Wuang, Yee-Pay; Chiang, Ching-Sui; Su, Chwen-Yng; Wang, Chih-Chung – Research in Developmental Disabilities: A Multidisciplinary Journal, 2011
This quasi-experimental study compared the effect of standard occupational therapy (SOT) and virtual reality using Wii gaming technology (VRWii) on children with Down syndrome (DS). Children (n=105) were randomly assigned to intervention with either SOT or VRWii, while another 50 served as controls. All children were assessed with measures of…
Descriptors: Intervention, Computer Simulation, Down Syndrome, Occupational Therapy
Herrera, Gerardo; Alcantud, Francisco; Jordan, Rita; Blanquer, Amparo; Labajo, Gabriel; De Pablo, Cristina – Autism: The International Journal of Research and Practice, 2008
Difficulties in understanding symbolism have been documented as characteristic of autistic spectrum disorders (ASDs). In general, virtual reality (VR) environments offer a set of potential advantages for educational intervention in ASD. In particular, VR offers the advantage, for teaching pretend play and for understanding imagination, of it being…
Descriptors: Play, Intervention, Computer Simulation, Autism
Tomlinson, Bill; Baumer, Eric; Yau, Man Lok; Carpenter, F. Lynn; Black, Rebecca – E-Learning, 2008
Constructivist pedagogical approaches have become common in many science curricula. However, while sciences such as physics and chemistry lend themselves to compelling opportunities for interaction (explosions, reactions, objects in motion), certain systems sciences are more challenging for learners to engage with on a short time scale. Applying…
Descriptors: Constructivism (Learning), Informal Education, Scientific Concepts, Teaching Methods
Leander, Kevin M.; Phillips, Nathan C.; Taylor, Katherine Headrick – Review of Research in Education, 2010
Writing on contemporary culture and social life, sociologists and cultural theorists have been describing new or changing forms of movement, variously described as cultural "flows," "liquid life," or a "networked society." The change in such movements or mobilities of people, media, material goods, and other social phenomena, including the reach…
Descriptors: Social Life, Social Networks, Discourse Analysis, Educational Research

Dreger, Ralph Mason; And Others – Multivariate Behavioral Research, 1988
Seven data sets (namely, clinical data on children) were subjected to clustering by seven algorithms--the B-coefficient, Linear Typal Analysis; elementary linkage analysis, Numerical Taxonomy System, Statistical Analysis System hierarchical clustering method, Taxonomy, and Bolz's Type Analysis. The little-known B-coefficient method compared…
Descriptors: Algorithms, Children, Clinical Diagnosis, Cluster Analysis
Reid, Denise – Early Child Development and Care, 2005
The Pediatric Volitional Questionnaire (PVQ) was used along with the Test of Playfulness (TOP) to assess 16 children with cerebral palsy who took part in a study of virtual reality play intervention. Both observational measures are designed to assess children as they are engaged in occupations in one or more environments. Virtual reality offers an…
Descriptors: Motivation, Computer Simulation, Play, Cerebral Palsy
Hetzroni, Orit E.; Tannous, Juman – Journal of Autism and Developmental Disorders, 2004
This study investigated the use of computer-based intervention for enhancing communication functions of children with autism. The software program was developed based on daily life activities in the areas of play, food, and hygiene. The following variables were investigated: delayed echolalia, immediate echolalia, irrelevant speech, relevant…
Descriptors: Autism, Children, Computer Software, Play
Previous Page | Next Page ยป
Pages: 1 | 2