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Laura Schlingloff-Nemecz; Maayan Stavans; Barbu Revencu; Kazuhide Hashiya; Hiromi Kobayashi; Gergely Csibra – Child Development, 2025
A series of experiments conducted in Central Europe (Hungary, Austria) and East Asia (Japan) probed whether 5- to 10-year-old children (n = 436, 213 female) and adults (n = 71, 43 female; all data collected between July 2020 and May 2023) would infer traits and choose partners accordingly, in a novel touchscreen game. The participants observed…
Descriptors: Children, Inferences, Computer Games, Animation
Kai Zhang; Jingying Chen; Zongkai Yang – British Journal of Educational Technology, 2024
This study explored the influence of the dynamic assessment of human--computer interactive games on children's language potential. Thirty-seven special children aged 3--7 years were selected to participate in the study. They were divided into three groups according to their scores on the Autism Behaviour Checklist: (1) a non-autism group, (2) a…
Descriptors: Language Skills, Autism Spectrum Disorders, Children, Interaction
Corbit, John; Dockrill, Mya; Hartlin, Stef; Moore, Chris – Developmental Science, 2023
There is mounting empirical evidence to suggest that adults are intuitively cooperative. When presented with a cooperative dilemma between self-maximizing and benefitting the common good, decisions made quickly are more likely to be cooperative, whereas slow decisions tend to favor self-interest. To investigate the ontogenetic origins of intuitive…
Descriptors: Intuition, Time Management, Age Differences, Computer Games
Wenda Liu; Nikita Shah; Ili Ma; Gabriela Rosenblau – Developmental Science, 2024
Information sampling about others' trustworthiness prior to cooperation allows humans to minimize the risk of exploitation. Here, we examined whether early adolescence or preadolescence, a stage defined as in between childhood and adolescence, is a significant developmental period for strategic social decisions. We also sought to characterize…
Descriptors: Autism Spectrum Disorders, Interpersonal Relationship, Decision Making, Individual Development
Stampoltzis, Aglaia; Voulkidou, Efstathia – European Journal of Psychology and Educational Research, 2023
Television watching and video/computer playing are favorite leisure activities among children and adolescents. Individuals with attention deficit hyperactivity disorder (ADHD) have several special characteristics in relation to attention and impulsivity compared with non-ADHD individuals. This study investigates parental perceptions of electronic…
Descriptors: Parent Attitudes, Children, Attention Deficit Hyperactivity Disorder, Foreign Countries
Orla Walsh; Conor Linehan; Christian Ryan – Autism: The International Journal of Research and Practice, 2025
There is increasing interest in the use of games to scaffold social skills training for autistic children and youth. However, there is no consensus on how to best approach their design, so that learning opportunities are maximised. This article presents a systematic scoping review of empirical studies that use games as social skills training for…
Descriptors: Autism Spectrum Disorders, Children, Adolescents, Late Adolescents
Kate Freiberg; Ross Homel; Sara Branch; Jacqueline Allen; Tara Renae McGee; Daniela Vasco; Kathy Haskard – Applied Developmental Science, 2024
The need for a new measure of social-emotional wellbeing for children 6--12 years emerged in our collaboration with schools and community agencies in a disadvantaged region of Brisbane, Australia. Our search for an age-appropriate medium led us to develop "Clowning Around", a computer game generating data which was assessed for validity…
Descriptors: Psychometrics, Measures (Individuals), Social Development, Emotional Development
Ali Soyoof; Michelle M. Neumann; Barry Lee Reynolds; Afsheen Rezai; Ali Ibrahim Can Gözüm – Education and Information Technologies, 2025
Previous studies have shown that demographic factors can influence parental mediation strategies during children's digital gameplay. However, little is known about maternal and paternal mediation in Iranian families. This study examined the relationship between maternal and paternal mediation (restrictive, active, viewing, technical, and…
Descriptors: Foreign Countries, Parent Role, Computer Use, Computer Games
Faezeh Shabanali Fami; Ali Akbar Arjmandnia; Hadi Moradi; Sharmin Esmaeili Anvar – Education and Information Technologies, 2024
Prior studies have shown the efficacy of computer-based cognitive training programs in improving cognitive and academic functions in children diagnosed with a specific learning disorder (SLD). However, these studies often focused on center-based approaches without considering the involvement of parents or the inclusion of home-based tasks in…
Descriptors: Learning Disabilities, Cognitive Ability, Academic Ability, Intervention
Hee Jin Bang; Eric Setoguchi; Alison Mackey; Akiko Fujii – Studies in Second Language Acquisition, 2024
Digital educational game-based apps can be effective in helping young children develop language skills, particularly when paired with formal instruction. However, we need to know more about how educational games benefit learning in the absence of formal instruction, given children's proficiency with and willingness to use mobile devices anytime,…
Descriptors: Foreign Countries, Second Language Learning, Second Language Instruction, Computer Software
Valenza, Matheus V.; Gasparini, Isabela; Hounsell, Marcelo da S. – Educational Technology & Society, 2019
Digital games can be used as allies to support and motivate the learning process. Many researchers focus their studies on the so-called Serious Games (SG), which are games whose primary objective is not solely entertainment. What happens, however, is that these games end up being far from children´s expectations, especially when compared to…
Descriptors: Educational Games, Instructional Design, Computer Games, Children
Vasalou, Asimina; Benton, Laura; Ibrahim, Seray; Sumner, Emma; Joye, Nelly; Herbert, Elisabeth – British Journal of Educational Technology, 2021
This paper examines how primary aged children with reading difficulties attend to, understand and act upon different types of feedback within a digital literacy game. A systematic and structured video analysis of twenty-six children's game play was carried out focussing on moments where children made an error and were followed by in-game feedback.…
Descriptors: Children, Reading Difficulties, Educational Games, Game Based Learning
Yang, Yang; Wang, Li; Wang, Qi – Child Development, 2021
Cultural experiences can influence how people attend to different emotional cues. Whereas semantic content explicitly describes feelings, vocal tone conveys implicit information regarding emotions. This cross-cultural study examined children's attention to emotional cues in spoken words. The sample consisted of 121 European American (EA) and 120…
Descriptors: Children, Child Development, Whites, Asians
Eadaoin J. Slattery; Paula Lehane; Deirdre Butler; Michael O'Leary; Kevin Marshall – Review of Education, 2025
Minecraft is a popular digital game-based learning (DGBL) tool used in learning environments around the world. With increasing emphasis on evidence-informed practice and policymaking in educational systems, this paper systematically reviews the evidence base behind the use of Minecraft in improving academic, cognitive, motivational-affective and…
Descriptors: Game Based Learning, Computer Games, Educational Games, Children
Maree Howard; Shahid A. Akhund – International Journal of Child Care and Education Policy, 2024
Background: Many governments worldwide have established guidelines regarding children's physical activity and sedentary behaviors linked to positive health outcomes. While research has established low adherence to these guideline levels, it is unclear whether parents' knowledge, perceptions, and support around these behaviors might be barriers to…
Descriptors: Children, Parents, Knowledge Level, Parent Attitudes