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Ryan L. Schaaf – ProQuest LLC, 2024
This study explored the impact of Digital Game-Based Learning (DGBL) on focus, engagement, and time-on-task learning behaviors among 8- to 10-year-old students. Grounded in Csikszentmihalyi's Theory of Flow, the study utilized a quantitative experimental design to compare DGBL experiences with alternative instructional strategies through learner…
Descriptors: Game Based Learning, Technology Uses in Education, Time on Task, Student Behavior
Rosemary Ketchum Walsh – ProQuest LLC, 2024
Students with Attention Deficit Hyperactivity Disorder (ADHD) have difficulty maintaining their focus during class lessons and often require reminder prompts from an adult including a teacher or instructional assistant. This study used goal setting paired with a technology-based application and Smartwatch to explore increases in elementary student…
Descriptors: Attention Control, Attention Deficit Hyperactivity Disorder, Goal Orientation, Technology Uses in Education
Wagner, Linda G. – ProQuest LLC, 2012
Students in college make daily choices about how to use their independent study time, including choices about allocation of attention. Based on theoretical considerations and clinical studies, attention and the dividing of attention through multitasking is thought to have a relationship to performance levels. Research is only beginning to explore,…
Descriptors: Independent Study, Time Management, Attention, Academic Achievement
Webber, Jenny Ann – ProQuest LLC, 2011
Attention Deficit/Hyperactivity Disorder (ADHD) and its effects on student academic achievement have been researched for many years. There have been many interventions that have been used in treating ADHD that have been found successful when implemented consistently. Some of the interventions that have been researched in the past are behavior…
Descriptors: Attention Deficit Hyperactivity Disorder, Feedback (Response), Behavior Modification, Short Term Memory