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Parker, Ashley; Slack, Candace; Skoe, Erika – Journal of Speech, Language, and Hearing Research, 2020
Purpose: Miniaturization of digital technologies has created new opportunities for remote health care and neuroscientific fieldwork. The current study assesses comparisons between in-home auditory brainstem response (ABR) recordings and recordings obtained in a traditional lab setting. Method: Click-evoked and speech-evoked ABRs were recorded in…
Descriptors: Neurosciences, Comparative Analysis, Brain Hemisphere Functions, Family Environment
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Albarello, Francisco; Novoa, Ángela; Castro Sánchez, Mariángeles; Velasco, Adriana; Novaro Hueyo, María Victoria; Narbais, Francisco – Global Studies of Childhood, 2021
The popularity of multiplayer online videogames (MOVs) in the lives of young people has become a recurrent area of interest for parents and researchers. The use of these platforms has generated concerns regarding the potential negative effects on children's personal and social development. Additionally, the ways in which players socialize through…
Descriptors: Video Games, Computer Games, Socialization, Computer Simulation
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Ediger, Tracy L. – HAPS Educator, 2022
Delivering Anatomy & Physiology (A&P) labs online became necessary in the spring of 2020 due to the COVID-19 pandemic. For four semesters (Summer 2020 through Summer 2021), our A&P1 and A&P2 labs were instructed in a virtual format. Each lab session included a one-hour synchronous session led by teaching assistants followed by…
Descriptors: Anatomy, Physiology, Science Instruction, Distance Education
Squire, Kurt; Patterson, Nathan – Wisconsin Center for Education Research (NJ1), 2010
This paper explores the possibilities and challenges games and simulations pose for informal science education. The authors begin with a brief overview of the recent history of games and games research. They then attempt to clarify the distinctions between games and simulations. Next, they examine types of informal learning…
Descriptors: Informal Education, After School Programs, Science Education, Educational Games
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Takatalo, Jari; Hakkinen, Jukka; Kaistinen, Jyrki; Nyman, Gote – Simulation & Gaming, 2011
Playing entertainment computer, video, and portable games, namely, digital games, is receiving more and more attention in academic research. Games are studied in different situations with numerous methods, but little is known about if and how the playing situation affects the user experience (UX) in games. In addition, it is hard to understand and…
Descriptors: Video Games, Measurement Techniques, Laboratories, Males
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De Grove, Frederik; Van Looy, Jan; Neys, Joyce; Jansz, Jeroen – Electronic Journal of e-Learning, 2012
The goal of this study is to gain insight into the effects of context on educational game experience. Using a quasi-experimental setup, it compares the playing and learning experiences of adolescent players of the awareness-raising game PING in a domestic (N=135) and a school (N=121) context. Results indicate that both gaming (identification,…
Descriptors: Foreign Countries, Educational Games, Learning Experience, Poverty