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Lin, Yen-Nan; Hsia, Lu-Ho – Educational Technology & Society, 2019
Billiards is a sport that not only requires numerous skills, but also emphasizes the strategies of planning the path of the contact and shot. Traditional billiards training mainly focuses on skills practicing, while the strategies for facing different kinds of challenges in billiards competitions are usually ignored. Therefore, referring to social…
Descriptors: Games, Training, Skill Development, Telecommunications
Kane, Natasha; Neutzling, Misti; St. George, Sara M. – American Journal of Health Education, 2022
Background: Obesity and physical inactivity are serious public health concerns in the United States (US) and globally. COVID-19 restrictions are resulting in decreased physical activity (PA) levels among children. Purpose: To determine barriers and challenges to PA promotion among children during COVID-19 and inform a PA promotion video. Methods:…
Descriptors: COVID-19, Pandemics, Video Technology, Intervention
Barton, Erin E.; Pokorski, Elizabeth A.; Sweeney, Erin M.; Velez, Marina; Gossett, Stephanie; Qiu, Jia; Flaherty, Celia; Domingo, Maddisen – Journal of Positive Behavior Interventions, 2018
We examined an intervention package using peer modeling, systematic prompting, and contingent reinforcement to increase the frequency and complexity of board game play and social behaviors in young children with disabilities. Four children with or at risk for disabilities participated with their typically developing peers. Results indicated a…
Descriptors: Peer Teaching, Modeling (Psychology), Reinforcement, Games
Ledford, Jennifer R.; Chazin, Kate T.; Harbin, Emilee R.; Ward, Sarah E. – Topics in Early Childhood Special Education, 2017
Limited data are available regarding how response prompting procedures should be used in early childhood settings. The purpose of this study was to compare the efficiency of progressive time delay instruction presented via two trial arrangements: massed and embedded. During massed trial sessions, a short instructional session was conducted,…
Descriptors: Prompting, Responses, Early Childhood Education, Program Effectiveness
Hetzroni, Orit E.; Banin, Irit – Journal of Applied Research in Intellectual Disabilities, 2017
Background: People with intellectual and developmental disabilities (IDD) often demonstrate difficulties in social skills. The purpose of this study was to examine the effects of a comprehensive intervention program on the acquisition of social skills among students with mild IDD. Method: Single subject multiple baseline design across situations…
Descriptors: Computer Software, Video Technology, Group Discussion, Skill Development
Odluyurt, Serhat – Educational Sciences: Theory and Practice, 2013
In the present research, the peers of children with autism at primary school level and in an inclusive environment were taught using direct modeling and video modeling education processes, and it was observed whether or not they could effectively and efficiently teach how to play games to their friends with autism. This study used adapted…
Descriptors: Role Playing, Modeling (Psychology), Peer Teaching, Autism
Hansen, Lisa; Sanders, Stephen W. – Strategies: A Journal for Physical and Sport Educators, 2012
Active gaming is growing in popularity and the idea of increasing children's physical activity by using technology is largely accepted by physical educators. Teachers nationwide have been providing active gaming equipment such as virtual bikes, rhythmic dance machines, virtual sporting games, martial arts simulators, balance boards, and other…
Descriptors: Physical Education, Physical Activities, Children, Teacher Educators
Rivera, Iris Daliz – ProQuest LLC, 2010
The field of training has been changing rapidly due to advances in technology such as videogame-based adaptive training. Videogame-based adaptive training has provided flexibility and adaptability for training in cost-effective ways. Although this method of training may have many benefits for the trainee, current research has not kept up to pace…
Descriptors: Feedback (Response), Self Efficacy, Program Effectiveness, Trainees
McNeill, Michael C.; Fry, Joan M. – ICHPER-SD Journal of Research, 2012
This study evaluated an Information and Communication Technology (ICT) case study in physical education teacher education from a student perspective. Action research evaluated the impact of a range of ICT options on student teachers' learning to play as well as learning to teach games in a secondary school context. Although multiple media were…
Descriptors: Educational Technology, Program Effectiveness, Physical Education Teachers, Video Technology
Kirshner, Sharon; Weiss, Patrice L.; Tirosh, Emanuel – European Journal of Special Needs Education, 2011
Virtual reality (VR) technology enables evaluation and practice of specific skills in a motivating, user-friendly and safe way. The implementation of virtual game environments within clinical settings has increased substantially in recent years. However, the psychometric properties and feasibility of many applications have not been fully…
Descriptors: Video Technology, Feedback (Response), Computer Simulation, Cerebral Palsy
Games, Ivan Alex – Learning, Media and Technology, 2010
This article presents the results of a three-year study of "Gamestar Mechanic" (www.gamestarmechanic.com), a flash-based multiplayer online role-playing game developed for the MacArthur Foundation's digital media learning initiative by the University of Wisconsin-Madison, and Gamelab in New York. The game's objective is to help children…
Descriptors: Design, Role Playing, Discourse Analysis, Thinking Skills