Publication Date
In 2025 | 1 |
Since 2024 | 4 |
Since 2021 (last 5 years) | 8 |
Since 2016 (last 10 years) | 25 |
Since 2006 (last 20 years) | 43 |
Descriptor
Cognitive Development | 56 |
Information Technology | 56 |
Foreign Countries | 21 |
Social Development | 16 |
Child Development | 15 |
Learning Processes | 11 |
Educational Technology | 9 |
Teaching Methods | 9 |
Play | 8 |
Technology Uses in Education | 8 |
Problem Solving | 7 |
More ▼ |
Source
Author
Aran, Shai S. | 1 |
Bagarukayo, Emily | 1 |
Baumgartner, Susanne E. | 1 |
Baylor, Amy | 1 |
Belland, Brian R. | 1 |
Bergen, Doris | 1 |
Bilan Liang | 1 |
Bús, Imre | 1 |
Caplovitz, Allison G. | 1 |
Carlsson-Paige, Nancy | 1 |
Casey, Patrick H. | 1 |
More ▼ |
Publication Type
Education Level
Location
United Kingdom | 3 |
China | 2 |
France | 2 |
Germany | 2 |
Italy | 2 |
South Africa | 2 |
Spain | 2 |
Taiwan | 2 |
United States | 2 |
Arkansas | 1 |
Australia | 1 |
More ▼ |
Laws, Policies, & Programs
Assessments and Surveys
Beck Depression Inventory | 1 |
Child Behavior Checklist | 1 |
Digit Span Test | 1 |
Dyadic Adjustment Scale | 1 |
Eating Disorder Inventory | 1 |
Stages of Concern… | 1 |
Wechsler Preschool and… | 1 |
What Works Clearinghouse Rating
Patrick Frierson – Montessori Life: A Publication of the American Montessori Society, 2024
Montessorians, with their long history of careful attention to children's developmental possibilities, can and should develop materials and pedagogical methods that can help children not merely use but master the technologies of the future. This does not mean putting a computer in the hands of every 3-year-old; quite the contrary. Rather, it means…
Descriptors: Montessori Schools, Montessori Method, Information Technology, Child Development
Joni Tzuchen Tang – Education and Information Technologies, 2025
Children's gaming preferences, such as the types of games they enjoy, can significantly influence their engagement and learning outcomes. Research has shown that children are more likely to engage deeply and enter flow states when they play games that align with their interests. These preferences encompass specific game types, styles, difficulty…
Descriptors: Learning Processes, Academic Achievement, Learner Engagement, Daily Living Skills
Sousa, David A. – Kappa Delta Pi Record, 2021
Recent findings of neuroscientists offer educators insights into what kinds of instructional formats and strategies are likely to help students develop social, emotional, and cognitive competencies for success.
Descriptors: Social Development, Emotional Development, Cognitive Development, Neurosciences
Liu, Chenchen; Hwang, Gwo-Jen – Interactive Learning Environments, 2023
The use of touchscreen mobile devices in early childhood education has gained considerable attention. Several studies have been conducted to investigate the impacts of touchscreen mobile devices on children's cognitive and affective development. Researchers have further indicated the need to probe in which contexts children can learn effectively…
Descriptors: Handheld Devices, Computer Oriented Programs, Technology Uses in Education, Early Childhood Education
Wanxue Zhang; Lingling Meng; Bilan Liang – Interactive Learning Environments, 2023
With the continuous development of education, personalized learning has attracted great attention. How to evaluate students' learning effects has become increasingly important. In information technology courses, the traditional academic evaluation focuses on the student's learning outcomes, such as "scores" or "right/wrong,"…
Descriptors: Information Technology, Computer Science Education, High School Students, Scoring
Fleer, Marilyn – British Journal of Educational Technology, 2018
There is increasing recognition of digital childhoods [Danby, S., Fleer, M., Davidson, C., & Hatzigianni, M. (Eds.). (2018). "Digital childhood." Amsterdam: Springer] and a corresponding body of research into young child's engagement with digital devices across a broad range of contexts [Marsh, J. A., Plowman, L., Yamada-Rice, D.,…
Descriptors: Animation, Information Technology, Computer Oriented Programs, Play
Mannheimer, Steve – Journal of Management Education, 2016
The author of this thought-provoking article joins an impressive cohort of current commentators and scholars united in their concern over the state of the art of reading. Mostly, they are concerned with the sustained, silent, generally solitary process of reading in which the reader is deeply focused on and immersed in the text. Their fear is that…
Descriptors: Neurosciences, Cognitive Development, Reading Processes, Macroeconomics
Kumaran, Savitha Korattikkara; Govindapillai, Renumol Vempalively – International Association for Development of the Information Society, 2020
Research on special education has showed that the use of digital technology for the special need children can help to simplify their educational process. Intellectual disability (ID) is a kind of developmental disorder. ID children need some kind of scaffolding during their learning process. Hence, as part of our ongoing research to design and…
Descriptors: Educational Technology, Cognitive Development, Intellectual Disability, Students with Disabilities
Xinyi Wang; Mohd Nazri Bin Abdul Rahman; Mohd Shahril Nizam Shaharom – Cogent Education, 2024
Augmented reality (AR) technology is increasingly utilized in cognitive development and education of preschoolers. The Augmented Reality Integrated STEM Preschooler (ARISP) module combines AR technology with STEM (Science, Technology, Engineering, and Mathematics) in teaching and learning activity. This study aims to assess the impacts of the…
Descriptors: Foreign Countries, Preschool Education, STEM Education, Learning Activities
Bús, Imre – Acta Educationis Generalis, 2019
Introduction: Computers and the applications of today's high technology can simulate reality so realistically that virtuality has become part of both children's and adults' lifestyles (Nagy & Kölcsey, 2017; Szécsi, 2012). However, it did not emerge with the computer applications, but with human thinking and part of that, the virtual conception…
Descriptors: Aesthetics, Social Change, Computer Simulation, Teaching Methods
Shtepura, Alla – Comparative Professional Pedagogy, 2018
Constant development of information and digital technologies changes the learning process and the specifics of social relations between the student and the teacher. The use of new means of communication makes an important contribution to the development of skills in using technology, intensive self-study and social interaction. A new generation of…
Descriptors: Information Technology, Influence of Technology, Generational Differences, Access to Computers
Paul, Peter V. – American Annals of the Deaf, 2018
The through-the-air mode is the "real engine" for thought and communication, and that on which secondary representations such as print or Braille are based. This should not be construed as an either-or; it is important to develop high levels of thought in both through-the- air and the corresponding secondary (or captured) modes. It is…
Descriptors: Deafness, Hearing Impairments, Literacy, Printed Materials
Jamie J. Jirout; Sierra Eisen; Zoe S. Robertson; Tanya M. Evans – Grantee Submission, 2022
Play is a powerful influence on children's learning and parents can provide opportunities to learn specific content by scaffolding children's play. Parent-child synchrony (i.e., harmony, reciprocity and responsiveness in interactions) is a component of parent-child interactions that is not well characterized in studies of play. We tested whether…
Descriptors: Play, Mothers, Parent Child Relationship, Executive Function
Šeric, Maja – International Journal of Information and Learning Technology, 2020
Purpose: This paper examines the impact of communication technology and human-related factors on teacher, student and course performance, in particular on teacher's clarity, perceived value of the course and student learning. Design/methodology/approach: Communication technology factors are analyzed in terms of social media use, while…
Descriptors: Cross Cultural Studies, Information Technology, Learning Processes, Communication Skills
Sobel, Kiley – Joan Ganz Cooney Center at Sesame Workshop, 2019
What do we know about immersive media--virtual, augmented, mixed, and cross realities (VR, AR, MR, and XR)--and young children? So far, designers, developers, and media producers have been focusing on creating hardware, software, and content for and conducting studies with adolescents and adults--but children find these technologies incredibly…
Descriptors: Computer Simulation, Simulated Environment, Young Children, Child Development