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Chris Hovey – ProQuest LLC, 2024
This dissertation examines the affective qualities of non-player character motion in a Virtual Reality (VR) cognitive training game, their impact on players' core affective experiences, game performance, and cognitive training outcomes. How do the movements of game characters in a VR environment affect players' experienced emotions, gameplay…
Descriptors: Computer Simulation, Educational Technology, Computer Uses in Education, Computer Games
Egan, Suzanne M.; Beatty, Chloé – Irish Educational Studies, 2021
The aim of the current study was to investigate how children in Ireland adapted to the change in schooling, and particularly their use of screen devices to support their learning at home, during a period of lockdown due to the COVID-19 crisis in early 2020. This research draws on data from 506 parents of children aged 1-10 years in Ireland who…
Descriptors: COVID-19, Pandemics, Educational Technology, Technology Uses in Education
Schouten, Dylan G. M.; Venneker, Fleur; Bosse, Tibor; Neerincx, Mark A.; Cremers, Anita H. M. – IEEE Transactions on Learning Technologies, 2018
In this study, we investigate if a digital coach for low-literate learners that provides cognitive learning support based on scaffolding can be improved by adding affective learning support based on motivational interviewing, and social learning support based on small talk. Several knowledge gaps are identified: motivational interviewing and small…
Descriptors: Educational Technology, Technology Uses in Education, Electronic Learning, Program Design
McGlynn-Stewart, Monica; Murphy, Shelley; Pinto, Ivorie; Mogyorodi, Emma; Nguyen, Thien – Education 3-13, 2019
There is conflicting research on the value of using digital technology with young children. This study investigated how an app, used in conjunction with dual language picture books, can support the social, emotional, and literacy learning of bi/multilingual children. Twenty-one children used the app "Talking Stickers" at home and school…
Descriptors: Multilingualism, Emergent Literacy, Preschools, Young Children
Brady, Bernadine; O'Regan, Connie – Journal of Mixed Methods Research, 2009
The youth mentoring program Big Brothers Big Sisters is one of the first social interventions involving youth in Ireland to be evaluated using a randomized controlled trial methodology. This article sets out the design process undertaken, describing how the research team came to adopt a concurrent embedded mixed methods design as a means of…
Descriptors: Mentors, Intervention, Foreign Countries, Educational Technology
Diamond, Karen E.; Justice, Laura M.; Siegler, Robert S.; Snyder, Patricia A. – National Center for Special Education Research, 2013
A primary purpose of early childhood education and interventions is to promote children's acquisition of knowledge and skills linked to later social competence and academic success. In this report, special attention is given to summarizing what has been learned about early childhood classrooms as contexts for development and learning, the kinds of…
Descriptors: Early Childhood Education, Early Intervention, Meta Analysis, Cognitive Development
Cordes, Colleen, Ed.; Miller, Edward, Ed. – 2000
Noting that computers are reshaping children's lives in profound and unexpected ways, this report examines potential harms and promised benefits of these changes, focusing on early childhood and elementary education. Chapter 1 argues that popular attempts to hurry children intellectually are at odds with the natural pace of human development.…
Descriptors: At Risk Persons, Brain, Child Health, Childhood Needs
Healy, Jane M. – 1998
As the federal government provides funding to wire classrooms to the Internet, software companies market educational programs even for preschoolers, and school administrators cut funding in other areas to make room for new computers, it is time to examine the impact of computer use on children. Presented in three parts, this book examines the…
Descriptors: Adolescents, Age Differences, Brain, Child Development