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Wood, Susannah M.; Szymanski, Antonia – Gifted Child Today, 2020
Gifted adolescents may identify as "gamers" who create avatars to navigate video games and cell phone apps. Avatars provide a unique venue through which gifted teens can explore the issues of self and identity in a critical time of their development. The purpose of this article is to (a) provide an overview of what avatars are, (b)…
Descriptors: Video Games, Self Concept, Telecommunications, Handheld Devices
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Onnela, Anna; Hurtig, Tuula; Ebeling, Hanna – Health Education Journal, 2021
Objective: Adolescence is a vulnerable age for emerging mental health problems, but also a time at which the foundations for a healthy lifestyle are established. Attitudes towards mental health problems and the ability to recognise them can be affected at this age. The aim of this study was to describe a psychoeducative intervention aimed at…
Descriptors: Psychoeducational Methods, Adolescent Development, Social Bias, Mental Disorders
Walker, Karen – Education Partnerships, Inc., 2005
What does brain-based research say about how adolescents learn? The 1990s was declared as the Decade of the Brain by President Bush and Congress. With the advancement of MRIs (Magnetic Resonance Imagining) and PET (positron emission tomography) scans, it has become much easier to study live healthy brains. As a result, the concept of…
Descriptors: Teaching Methods, Brain, Neurology, Research Utilization