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Waddington, Jonathan; Linehan, Conor; Gerling, Kathrin; Williams, Cathy; Robson, Leonie; Ellis, Richard; Hodgson, Timothy – Journal of Visual Impairment & Blindness, 2018
Introduction: Rehabilitation can improve visual outcomes for adults with acquired homonymous visual field loss. It is unclear, however, whether rehabilitation improves visual outcomes for children because previous training schedules have been tiresome, uninteresting, and have failed to keep them engaged. In this study, we assessed whether children…
Descriptors: Visual Impairments, Children, Young Adults, Adolescents
Hall, Jennifer; Suurtamm, Christine – International Electronic Journal of Mathematics Education, 2020
Media play an important role in young people's lives as an agent of socialization, both generally and with regard to mathematics. To understand the mathematics-related messages disseminated to young people via popular media, we analyzed portrayals of mathematics and mathematicians in over 40 media examples (television shows, movies, websites,…
Descriptors: Mass Media Role, Socialization, Mathematics, Personality Traits
Kerr, Deirdre; Chung, Gregory K. W. K. – National Center for Research on Evaluation, Standards, and Student Testing (CRESST), 2013
Student mathematical errors are rarely random and often occur because students are applying procedures that they believe to be accurate. Traditional approaches often view such errors as indicators of students' failure to understand the construct in question, but some theorists view errors as opportunities for students to expand their mental model…
Descriptors: Educational Games, Video Games, Mathematics, Misconceptions
Kerr, Deirdre – National Center for Research on Evaluation, Standards, and Student Testing (CRESST), 2014
Educational video games provide an opportunity for students to interact with and explore complex representations of academic content and allow for the examination of problem-solving strategies and mistakes that can be difficult to capture in more traditional environments. However, data from such games are notoriously difficult to analyze. This…
Descriptors: Identification, Misconceptions, Scoring Rubrics, Educational Games
Buschang, Rebecca E.; Kerr, Deirdre S.; Chung, Gregory K. W. K. – National Center for Research on Evaluation, Standards, and Student Testing (CRESST), 2012
Appropriately designed technology-based learning environments such as video games can be used to give immediate and individualized feedback to students. However, little is known about the design and use of feedback in instructional video games. This study investigated how feedback used in a mathematics video game about fractions impacted student…
Descriptors: Feedback (Response), Video Games, Educational Games, Mathematics Instruction
Han, Xue; Becker, Suzanna – Journal of Experimental Psychology: Learning, Memory, and Cognition, 2014
We investigated how humans encode large-scale spatial environments using a virtual taxi game. We hypothesized that if 2 connected neighborhoods are explored jointly, people will form a single integrated spatial representation of the town. However, if the neighborhoods are first learned separately and later observed to be connected, people will…
Descriptors: Cognitive Processes, Spatial Ability, Simulated Environment, Video Games
Kerr, Deirdre; Chung, Gregory K. W. K. – Journal of Educational Data Mining, 2012
The assessment cycle of "evidence-centered design" (ECD) provides a framework for treating an educational video game or simulation as an assessment. One of the main steps in the assessment cycle of ECD is the identification of the key features of student performance. While this process is relatively simple for multiple choice tests, when…
Descriptors: Evidence Based Practice, Design, Academic Achievement, Educational Games
Lawrence, Vivienne; Houghton, Stephen; Douglas, Graham; Durkin, Kevin; Whiting, Ken; Tannock, Rosemary – Journal of Attention Disorders, 2004
Objective: Current understanding of executive function deficits in Attention-Deficit/Hyperactivity Disorder (ADHD) is derived almost exclusively from neuropsychological testing conducted in laboratory settings. This study compared children's performance on both neuropsychological and real-life measures of executive function and processing speed.…
Descriptors: Hyperactivity, Attention Deficit Disorders, Recreational Facilities, Males