Publication Date
In 2025 | 0 |
Since 2024 | 0 |
Since 2021 (last 5 years) | 1 |
Since 2016 (last 10 years) | 3 |
Since 2006 (last 20 years) | 4 |
Descriptor
Source
Educational Technology… | 4 |
Author
Biswas, Gautam | 1 |
Cheng, Pei-Yu | 1 |
Glaser, Manuela | 1 |
Huang, Yueh-Min | 1 |
Kang, Helen W. | 1 |
Lengyel, Dominik | 1 |
Levin, Daniel T. | 1 |
Lin, Lin | 1 |
Mishra, Shitanshu | 1 |
Ren, Youqun | 1 |
Schwan, Stephan | 1 |
More ▼ |
Publication Type
Journal Articles | 4 |
Reports - Research | 4 |
Tests/Questionnaires | 1 |
Education Level
Elementary Education | 1 |
Elementary Secondary Education | 1 |
Grade 2 | 1 |
Grade 3 | 1 |
Grade 4 | 1 |
Higher Education | 1 |
Junior High Schools | 1 |
Middle Schools | 1 |
Secondary Education | 1 |
Audience
Location
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Xue, Xiaorui; Xie, Shiwei; Mishra, Shitanshu; Wright, Anna M.; Biswas, Gautam; Levin, Daniel T. – Educational Technology Research and Development, 2022
Recent advances in eye-tracking technology afford the possibility to collect rich data on attentional focus in a wide variety of settings outside the lab. However, apart from anecdotal reports, it is not clear how to maximize the validity of these data and prevent data loss from tracking failures. Particularly helpful in developing these…
Descriptors: Case Studies, Eye Movements, Comparative Analysis, Human Posture
Glaser, Manuela; Lengyel, Dominik; Toulouse, Catherine; Schwan, Stephan – Educational Technology Research and Development, 2017
In the present study, we investigated the role of digital zoom as a tool for directing attention while looking at visual learning material. In particular, we analyzed whether minimal digital zoom functions similarly to a rhetorical device by cueing mental zooming of attention accordingly. Participants were presented either static film clips, film…
Descriptors: Instructional Materials, Eye Movements, Cognitive Processes, Pictorial Stimuli
Yang, Xiaozhe; Lin, Lin; Cheng, Pei-Yu; Yang, Xue; Ren, Youqun; Huang, Yueh-Min – Educational Technology Research and Development, 2018
This study explores the effects of immersive VR on an individual's creativity and factors related to creativity including flow, attention and meditation (i.e., mental relaxation or stress). Sixty undergraduate students were invited to participate in an open-ended challenge to design a wearable technology functioning as a smart phone individually,…
Descriptors: Creativity, Computer Simulation, Stress Variables, Undergraduate Students
Kang, Helen W.; Zentall, Sydney S. – Educational Technology Research and Development, 2011
This study hypothesized that increased intensity of graphic information, presented in computer-generated instruction, could be differentially beneficial for students with hyperactivity and inattention by improving their ability to sustain attention and hold information in-mind. To this purpose, 18 2nd-4th grade students, recruited from general…
Descriptors: Hyperactivity, Geometric Concepts, Geometry, Special Needs Students