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Huitink, Marlijn; Poelman, Maartje P.; Seidell, Jacob C.; Dijkstra, S. Coosje – Health Education & Behavior, 2021
Supermarkets located near schools influence adolescents' food consumption. The aims of this study were: (1) to measure dietary behaviors during school hours; (2) to investigate the effect of a nutrition peer-education intervention in supermarkets within walking distance to secondary schools on nutritional knowledge and attitudes toward healthy…
Descriptors: Peer Teaching, Nutrition Instruction, Case Studies, Retailing
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Altmeyer, Kristin; Kapp, Sebastian; Thees, Michael; Malone, Sarah; Kuhn, Jochen; Brünken, Roland – British Journal of Educational Technology, 2020
Learning with hands-on experiments can be supported by providing essential information virtually during lab work. Augmented reality (AR) appears especially suitable for presenting information during experimentation, as it can be used to integrate both physical and virtual lab work. Virtual information can be displayed in close spatial proximity to…
Descriptors: Concept Formation, Scientific Concepts, Pretests Posttests, Teaching Methods
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Beetz, Andrea; Winkler, Nora; Julius, Henri; Uvnäs-Moberg, Kerstin; Kotrschal, Kurt – Journal of Occupational Therapy, Schools & Early Intervention, 2015
Early interventions aim at promoting a good mother-child relationship as basis for a good socio-emotional development, especially in high-risk populations, and at correcting already unfavorable patterns of interaction and are common today. Insecure attachment, both of the child and of the mother, has been identified as a risk factor for early…
Descriptors: Early Intervention, Therapy, Parent Child Relationship, Mothers
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Kooiman, Brian J.; Sheehan, Dwayne P. – American Journal of Distance Education, 2014
Exergames (active video games that require kinesthetic movement) played in proximity to other players or against a gaming machine have been linked to positive increases in cognitive functioning. This study tested to see if remote exergame play over the Internet had an impact similar to exergames that are played in proximity. The study shows that…
Descriptors: Video Technology, Educational Technology, Physical Education, Motion