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Sam Ihlenfeldt; Gregory K. W. K. Chung; Susan Lyons; Jordan Lawson; Elizabeth J. K. H. Redman – National Center for Research on Evaluation, Standards, and Student Testing (CRESST), 2025
In this evaluation study, we investigated the extent to which Solitaired.com's online game, Solitaire, could be used to model players' performance on several validated cognitive tests commonly associated with mental acuity (i.e., memory and processing speed). Prior research found that Solitaire gameplay is affected by mild cognitive impairment and…
Descriptors: Computer Games, Cognitive Tests, Cognitive Processes, Reaction Time
Nir Shalev; Sage Boettcher; Anna C. Nobre – npj Science of Learning, 2024
Older adults struggle with tasks requiring selective attention amidst distractions. Experimental observations about age-related decline have relied on visual search designs using static displays. However, natural environments often embed dynamic structures that afford proactive anticipation of task-relevant information. We investigate the capacity…
Descriptors: Adults, Older Adults, Attention, Visual Stimuli
Ilya V. Talalay – Psychology in the Schools, 2024
This cross-sectional study aimed to investigate developmental changes in the efficiency of sustained, selective, and divided attention in a group of children aged 6-12 years by means of a computerized test battery. Participants included 199 children (51% female, majority White) who had normal or corrected-to-normal vision and no history of either…
Descriptors: Children, Attention, Child Development, Vision
The Impact of Motivation on Sustained Attention in Very Preterm and Term-Born Children: An ERP Study
Jenny Retzler; Madeleine J. Groom; Samantha Johnson; Lucy Cragg – Journal of Attention Disorders, 2025
Objective: To compare the effect of motivational features on sustained attention in children born very preterm and at term. Method: EEG was recorded while 34 8-to-11-year-old children born very preterm and 34 term-born peers completed two variants of a cued continuous performance task (CPT-AX); a standard CPT-AX with basic shape stimuli, and…
Descriptors: Attention, Motivation, Children, Preadolescents
Luo, Tianrui; Huang, Liqiang; Tian, Mi – Journal of Experimental Psychology: Learning, Memory, and Cognition, 2023
The retro-cue effect (RCE) describes the finding that participants' working memory performance is enhanced when their attention is directed to the to-be-tested position by a spatial cue during the retention interval. Here, we explore the relationship between RCE and working memory consolidation. A sequential display retro-cue paradigm is used for…
Descriptors: Cues, Recall (Psychology), Short Term Memory, Attention
Patrick V. Barnwell; Jake A. Rattigan; Kyle T. Brennan; Erick J. Fedorenko; Richard J. Contrada – Journal of American College Health, 2025
Objectives: To examine college students' conflicting COVID-19 information exposure, information-seeking, concern, and cognitive functioning. Participants: 179 undergraduates were recruited in March-April 2020, and 220 in September 2020 (Samples 1 and 2, respectively). Methods: Students completed the Attention Network Test, NASA Task Load Index,…
Descriptors: COVID-19, Pandemics, Undergraduate Students, Information Seeking
Carla A. Wall; Frederick Shic; Elizabeth A. Will; Quan Wang; Jane E. Roberts – Journal of Autism and Developmental Disorders, 2025
Purpose: Fragile X syndrome (FXS) is a single-gene disorder characterized by moderate to severe cognitive impairment and a high association with autism spectrum disorder (ASD) and Attention-Deficit/Hyperactivity Disorder (ADHD). Atypical visual attention is a feature of FXS, ASD, and ADHD. Thus, studying early attentional patterns in young…
Descriptors: Genetic Disorders, Autism Spectrum Disorders, Attention Deficit Hyperactivity Disorder, Symptoms (Individual Disorders)
Hammond, Hugo; Armstrong, Michael; Thomas, Graham A.; Gilchrist, Iain D. – Cognitive Research: Principles and Implications, 2023
When an audience member becomes immersed, their attention shifts towards the media and story, and they allocate cognitive resources to represent events and characters. Here, we investigate whether it is possible to measure immersion using continuous behavioural and physiological measures. Using television and film clips, we validated dual-task…
Descriptors: Audiences, Attention, Physiology, Human Body
Giménez-Fernández, Tamara; Vicente-Conesa, Francisco; Luque, David; Vadillo, Miguel A. – Journal of Experimental Psychology: Learning, Memory, and Cognition, 2023
In a typical probabilistic cuing experiment, participants are asked to find a visual target among a series of distractors. Although participants are not informed about this, the target appears more frequently in one region of the display, resulting in faster search times for targets located in this region. This bias is thought to depend on a…
Descriptors: Short Term Memory, Probability, Cues, Attention
Harris, Anthony M.; Eayrs, Joshua O.; Lavie, Nilli – Cognitive Research: Principles and Implications, 2023
Highly-automated technologies are increasingly incorporated into existing systems, for instance in advanced car models. Although highly automated modes permit non-driving activities (e.g. internet browsing), drivers are expected to reassume control upon a 'take over' signal from the automation. To assess a person's readiness for takeover,…
Descriptors: Eye Movements, Attention, Cognitive Processes, Reaction Time
Lei Wang; Huizhong He; Jianxin Feng; Tingzhao Wang – International Journal of Developmental Disabilities, 2024
Background: Circumscribed interests (CIs) are regarded as one of the common symptoms for individuals with autism spectrum disorder (ASD). Although some studies have found attentional bias toward CI-related stimuli for individuals with ASD, few studies have directly explored the reasons for these findings. Method: Children with ASD (n = 15) and…
Descriptors: Attention, Autism Spectrum Disorders, Children, Interests
Grosprêtre, Sidney; Marcel-Millet, Philémon; Eon, Pauline; Wollesen, Bettina – Cognitive Science, 2023
Virtual reality (VR) is the computer simulation of a three-dimensional environment that a person can interact with using special electronic equipment, such as a headset with an integrated display. Often coupled with VR, exergames are video games that involve physical exercise. Little is known regarding the chronic effects of exergaming through VR…
Descriptors: Computer Simulation, Video Games, Exercise, Program Effectiveness
Reif, Angela E.; Summers, Dale K.; Whitfield, Jason A.; Goberman, Alexander M. – Journal of Speech, Language, and Hearing Research, 2023
Purpose: The purpose of this study was to examine a potential increased cognitive processing bottleneck within Parkinson disease (PD) by extending a previous overlapping task methodology. Additionally, this study extends previous overlapping task methodology in PD to examine the influence of modality (vocal vs. manual) on response delays in…
Descriptors: Diseases, Neurological Impairments, Cognitive Processes, Responses
Patricia L. East; Jorge Delva; Estela Blanco; Paulina Correa-Burrows; Raquel Burrows; Sheila Gahagan – Applied Developmental Science, 2024
This study examined the associations between excessive alcohol intake during adolescence and neurocognitive functioning in young adulthood and whether these relations varied by sex. Participants were working-class Chilean adolescents (N = 692; M[subscript age] 16.0 years; 54.5% female) who provided frequency of past 30-day bingeing and past-year…
Descriptors: Alcohol Abuse, Adolescents, Young Adults, Cognitive Ability
Silvia Heubach; Tuyetdong Phan-Yamada – Journal of Statistics and Data Science Education, 2025
We describe a hands-on project in which students collect data on the impact of distracted driving on driver reaction time. Initially they do this in class via a virtual driving applet, using themselves and fellow students as test subjects. Different applet versions simulate driving with and without distraction and measure the time it takes to…
Descriptors: Statistics, Relevance (Education), Student Projects, Experiential Learning