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Hilliard, Lacey J.; Buckingham, Mary H.; Geldhof, G. John; Gansert, Patricia; Stack, Caroline; Gelgoot, Erin S.; Bers, Marina U.; Lerner, Richard M. – Applied Developmental Science, 2018
Video games have the potential to be contexts for moral learning. We investigated whether "Quandary," a video game designed to promote ethical thinking and moral considerations for decision-making, would help promote positive skills such as perspective taking and empathy in adolescents. We examined the effect of playing…
Descriptors: Perspective Taking, Decision Making, Educational Games, Video Games
Kuppen, Sarah E. A.; Bourke, Emilie – Mind, Brain, and Education, 2017
This study evaluated the ability for two rhythmic rhyming programs to raise phonological awareness in the early literacy classroom. Year 1 (5-6-year-olds) from low socioeconomic status schools in Bedfordshire, learned a program of sung or spoken rhythmic rhymes, or acted as controls. The project ran with two independent cohorts (Cohort 1 N = 98,…
Descriptors: Phonological Awareness, Emergent Literacy, Literacy Education, Grade 1
Hill, Oliver W.; Serpell, Zewelanji; Faison, M. Omar – Journal of Experimental Education, 2016
This article describes two studies testing the efficacy of a commercial one-on-one cognitive training program (LearningRx) and its computer-based version (Brainskills) in laboratory and school settings. Study 1 tested Brainskills in a laboratory setting with 322 middle school students. Paired "t"-tests revealed significant gains on all…
Descriptors: Program Effectiveness, Individual Instruction, Computer Assisted Instruction, Middle School Students