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Oskenbay, Fariza; Tolegenova, Aliya; Kalymbetova, Elmira; Chung, Man Cheung; Faizullina, Aida; Jakupov, Maksat – International Journal of Environmental and Science Education, 2016
This study explores psychological trauma as a reason for computer game addiction among adolescents. The findings of this study show that there is a connection between psychological trauma and computer game addiction. Some psychologists note that the main cause of any type of addiction derives from psychological trauma, and that finding such…
Descriptors: Trauma, Mental Health, Psychology, Computer Games
Usai, Francesco; O'Neil, Kiera G. R.; Newman, Aaron J. – IEEE Transactions on Learning Technologies, 2018
Computer and smartphone-based applications for second language (L2) learning have become popular tools, being integrated in many classroom-based courses and adopted by the public at large. Yet, despite a significant body of research that suggests that individuals differ in their ability to learn L2, it is still unclear what factors predict…
Descriptors: Second Language Instruction, Educational Technology, Technology Uses in Education, Educational Games
Forbes, Paul A. G.; Pan, Xueni; de C. Hamilton, Antonia F. – Journal of Autism and Developmental Disorders, 2016
Mimicry involves unconsciously copying the actions of others. Increasing evidence suggests that autistic people can copy the goal of an observed action but show differences in their mimicry. We investigated mimicry in autism spectrum disorder (ASD) within a two-dimensional virtual reality environment. Participants played an imitation game with a…
Descriptors: Computer Simulation, Autism, Pervasive Developmental Disorders, Imitation
Crisp, Jeffrey T. – International Perspectives on Higher Education Research, 2014
Gamification of learning and assessment will require new approaches to defining tasks as teachers will need to decide how to incorporate diagnostic, formative, and summative assessment components within a more holistic educational environment. Game theory will be blended with learning theory in curriculum design and will result in the redesign of…
Descriptors: Formative Evaluation, Summative Evaluation, Holistic Approach, Learning Theories
Jiang, Han; Johnstone, Stuart J. – SAGE Open, 2015
This preliminary multiple case study examined the behavioral outcomes of neurocognitive training on children with attention-deficit/hyperactivity disorder (AD/HD) in China, as well as parent acceptance of the treatment. The training approach targeted working memory, impulse control, and attention/relaxation (via brain electrical activity). Outcome…
Descriptors: Foreign Countries, Attention Deficit Hyperactivity Disorder, Training, Neurological Organization
Alloway, Tracy Packiam; Elsworth, Miquela; Miley, Neal; Seckinger, Sean – Gifted Education International, 2016
This pilot study investigated how engagement with computer games and TV exposure may affect behaviors of gifted students. We also compared behavioral and cognitive profiles of twice-exceptional students and children with Attention Deficit/Hyperactivity Disorder (ADHD). Gifted students were divided into those with behavioral problems and those…
Descriptors: Computer Use, Behavior Problems, Children, Disabilities
Seymour, Karen E.; Pescosolido, Matthew F.; Reidy, Brooke L.; Galvan, Thania; Kim, Kerri L.; Young, Matthew; Dickstein, Daniel P. – Journal of the American Academy of Child & Adolescent Psychiatry, 2013
Objective: Bipolar disorder (BD) and attention-deficit/hyperactivity disorder (ADHD) are often comorbid or confounded; therefore, we evaluated emotional face identification to better understand brain/behavior interactions in children and adolescents with either primary BD, primary ADHD, or typically developing controls (TDC). Method: Participants…
Descriptors: Identification, Accuracy, Attention Deficit Hyperactivity Disorder, Anxiety Disorders
Mayrath, Michael C., Ed.; Clarke-Midura, Jody, Ed.; Robinson, Daniel H., Ed.; Schraw, Gregory, Ed. – IAP - Information Age Publishing, Inc., 2012
Creative problem solving, collaboration, and technology fluency are core skills requisite of any nation's workforce that strives to be competitive in the 21st Century. Teaching these types of skills is an economic imperative, and assessment is a fundamental component of any pedagogical program. Yet, measurement of these skills is complex due to…
Descriptors: Expertise, Evidence, Integrated Curriculum, Educational Psychology