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Ahmad, Faizan; Ahmed, Zeeshan; Muneeb, Sara – International Journal of Game-Based Learning, 2021
An improvement in cognitive performance through brain games play is implicit yet progressive. It is necessary to explore factors that potentially accelerate this improvement process. Like various other significant yet unexplored aspects, it is equally essential to establish a performative (fusion of accuracy and efficiency) insight about players'…
Descriptors: Game Based Learning, Brain, Cognitive Ability, Cognitive Processes
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Yang, Hui-Yu – Educational Technology & Society, 2017
The studies regarding using a cross sectional view of speech organs enriched with attention cueing and written text to probe learners' learning efficiency and behavior through mobile phones is scant. The purpose of this study was to examine whether the presence of attention cueing can benefit learners with different amounts of prior knowledge in…
Descriptors: Cues, Telecommunications, Handheld Devices, Attention
Hoffman, Alf – 1974
The pre- and posttestings of 30 emotionally disturbed children (median age 10.3 years) provided with short term residential services (median stay 8.2 months) in a mental health facility were evaluated to determine if there were a significant time rate of change in mastery learning and if the significant factors could be identified. The test…
Descriptors: Attention Span, Emotional Disturbances, Exceptional Child Research, Learning Processes
Lines, Catherine; Keenan, Verne – 1981
The effectiveness of three strategy training methods was compared with 15 learning disabled (LD) children of two age groups (9 to 10 and 11 to 12 years old) and 15 nonLD children in the same age group. The methods (practice, in which the Ss were to find the best way to remember; specific strategy method, in which the Ss used a specific cumulative…
Descriptors: Age Differences, Elementary Education, Generalization, Intermediate Grades
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Tukel, Oya I.; Rom, Walter O.; Kremic, Tibor – Learning Organization, 2008
Purpose: The purpose of this paper is to analyze the impact of learning in a project-driven organization and demonstrate analytically how the learning, which takes place during the execution of successive projects, and the forgetting that takes place during the dormant time between the project executions, can impact performance and productivity in…
Descriptors: Outcomes of Education, Program Effectiveness, Manufacturing, Memory