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Daniel Schöld; Rickard Östergren; Anna Levén; Martin Hassler-Hallstedt; Ulf Träff – Scandinavian Journal of Educational Research, 2024
The purpose of the study was to evaluate whether students with intellectual disabilities (ID) can improve their arithmetic skills by participating in an arithmetic intervention programme, theoretically founded on explicit instruction (EI) and administered via an application developed for tablet computers. The intervention study used a randomised…
Descriptors: Handheld Devices, Intervention, Program Effectiveness, Mathematics Skills
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Mohamed Ali Elkot; Eltaieb Youssif; Omer Elsheikh Hago Elmahdi; Mohammed AbdAlgane; Rabea Ali – Contemporary Educational Technology, 2025
Utilizing artificial intelligence (AI) technology in educational institutions for students with mild intellectual disabilities offers promising avenues for enhancing this population's learning outcomes and skill development. This study aims to investigate the effect of using generative conversational AI to improve English communication skills…
Descriptors: Artificial Intelligence, Mild Intellectual Disability, Students with Disabilities, Technology Uses in Education
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Chien-Huey Sophie Chang; Ching-Yi Chen; Chih-Chen Kuo; Huei-Tse Hou – Educational Technology & Society, 2024
This study aimed to use a game-based learning (GBL) module with multi-scaffolding and mobile technology for high school students with mild intellectual disabilities (MID) to assist them in learning career education knowledge. This study used a quasi-experimental method to investigate the participants' learning effectiveness, motivation, flow…
Descriptors: Game Based Learning, Vocational Education, High School Students, Mild Intellectual Disability
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Cano, Ana Rus; Fernández-Manjón, Baltasar; García-Tejedor, Álvaro J. – British Journal of Educational Technology, 2018
Serious Games (SGs), defined as a game in which education (in its various forms) is the primary goal rather than entertainment, have been proven as an effective educational tool for engaging and motivating students. However, more research is needed to sustain the suitability of these games to train users with cognitive impairments. This empirical…
Descriptors: Educational Games, Intellectual Disability, Down Syndrome, Adults
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Kiewik, M.; VanDerNagel, J. E.?L.; Kemna, L. E.?M.; Engels, R. C.?M.?E.; DeJong, C. A.?J. – Journal of Intellectual Disability Research, 2016
Background: Students without intellectual disability (ID) start experimenting with tobacco and alcohol between 12 and 15?years of age. However, data for 12- to 15-year old students with ID are unavailable. Prevention programs, like "prepared on time" (based on the attitude-social influence-efficacy model), are successful, but their…
Descriptors: Smoking, Drinking, Early Adolescents, Adolescents
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Cardinal, Jennifer R.; Gabrielsen, Terisa P.; Young, Ellie L.; Hansen, Blake D.; Kellems, Ryan; Hoch, Hannah; Nicksic-Springer, Taryn; Knorr, James – Journal of Special Education Technology, 2017
Delivering individualized learning interventions to students with autism spectrum disorder (ASD) is daunting for education professionals already stretched to capacity meeting needs of all of their students. Paraprofessionals (paraeducators) can assume integral roles in classroom support and management, but they may not be consistently trained in…
Descriptors: Autism, Pervasive Developmental Disorders, Teaching Methods, Mild Intellectual Disability
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Jalloul, Farah; EL-Daou, Badrie – World Journal on Educational Technology: Current Issues, 2016
Objective: The study aimed at investigating the effect of scaffolding strategies as thinking out loud and verbalization of instructions strategies on the generalization skills of language-related concepts in mildly intellectual disabled students. Method: Twenty-seven subjects in three treatments were trained in solving a pattern of the Thurston…
Descriptors: Mild Intellectual Disability, Computer Software, Teaching Methods, Educational Technology