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Chad Stecher; Broc A. Pagni; Sara Cloonan; Schuyler Vink; Ethan Hill; Destiny Ogbeama; Shanna Delaney; B. Blair Braden – Autism: The International Journal of Research and Practice, 2024
Mobile app-based meditation is an effective self-care solution for depression, but limited evidence exists for the long-term benefits among autistic adults, who are at increased risk of experiencing depression. The primary goal of this study was to examine the feasibility and effectiveness of incorporating habit training into an app-based…
Descriptors: Handheld Devices, Metacognition, Depression (Psychology), Symptoms (Individual Disorders)
Carsley, Dana; Heath, Nancy L. – Journal of American College Health, 2020
Objective: This study compared the effectiveness of mindfulness coloring (mandala), free drawing/coloring, and a noncoloring control activity for university students' test anxiety, and assessed the relationship of dispositional mindfulness and response to intervention on mindfulness and test anxiety states. Participants: University students (n =…
Descriptors: Test Anxiety, College Students, Metacognition, Program Effectiveness
Jones, Desiree R.; DeBrabander, Kilee M.; Sasson, Noah J. – Autism: The International Journal of Research and Practice, 2021
Non-autistic adults often hold explicit and implicit biases toward autism that contribute to personal and professional challenges for autistic people. Although previous research indicates that non-autistic adults with higher autism knowledge and familiarity express more inclusionary attitudes, it remains unclear whether training programs designed…
Descriptors: Autism, Pervasive Developmental Disorders, Attitudes toward Disabilities, Social Bias
Libertus, Melissa E.; Liu, Allison; Pikul, Olga; Jacques, Theodore; Cardoso-Leite, Pedro; Halberda, Justin; Bavelier, Daphne – AERA Open, 2017
Playing action video games has previously been linked to improvements in attentional control, the ability to choose what to attend and what to ignore that relies on a frontoparietal network of the brain. Here we asked whether action video game training would impact a range of mathematical abilities that rely on similar brain regions. Twenty-four…
Descriptors: Video Games, Adults, Teaching Methods, Attention
Fuchs, Lynn S.; Sterba, Sonya K.; Fuchs, Douglas; Malone, Amelia S. – Journal of Research on Educational Effectiveness, 2016
The purpose of this set of analyses, conducted on a randomized control trial examining the effects of a fourth-grade fraction intervention, was to assess the initial academic deficit severity hypothesis. With this hypothesis, at-risk students with more severe initial academic deficits are expected to profit less from intervention than do students…
Descriptors: Grade 4, Fractions, Mathematics Instruction, Intervention