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Sabato, Hagit; Kogut, Tehila – Developmental Psychology, 2018
We examined the role of the recipient's neediness as a moderator in the relation between children's household religiosity and prosocial behavior. Examining the behavior of children (2nd and 5th graders) from religious and nonreligious households in the dictator game, we found that the extent of sharing did not differ significantly between the 2…
Descriptors: Religious Factors, Altruism, Children, Individual Needs
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Van Leeuwen, Wouter; Baas, Matthijs – Creativity Research Journal, 2017
Although creativity is helpful if not needed to deal with conflicts, research on the effects of conflict on creativity shows inconsistent findings. In this study, the possibility that effects may depend on people's role in conflict was considered. Whether, when, and why assuming the role of attacker or defender in conflict affects creative idea…
Descriptors: Creativity, Competition, Conflict, Creative Thinking
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Guagliano, Justin M.; Updyke, Natalie J.; Rodicheva, Natalia V.; Rosenkranz, Sara K.; Dzewaltowski, David A.; Schlechter, Chelsey R.; Rosenkranz, Richard R. – Research Quarterly for Exercise and Sport, 2017
Purpose: This study investigated the effect of summer camp session context on Russian girls' physical activity (PA). Method: Girls (n = 32, M[subscript age] = 10.7 years, SD = 0.6 years) from a resident summer camp taking place in the Vologda Region of Russia were exposed to 1 session context/day (i.e., free play, organized with no choice,…
Descriptors: Foreign Countries, Summer Programs, Resident Camp Programs, Physical Activities
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Stolic, Jasmina – Research in Pedagogy, 2015
The goal of the conducted research was to explore how much preschool teachers value certain types of musical activities, which positively influence the development of preschool children's musical abilities. The assumption in the research was that preschool teachers would choose musical games as the most prominent activity type in their educational…
Descriptors: Preschool Children, Music, Class Activities, Games
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Cheung, Sum Kwing; McBride, Catherine – Early Education and Development, 2017
Research Findings: In Study 1, we observed 32 Chinese kindergarteners playing a number board game with their caregivers in dyads. Number board game playing provided important opportunities for kindergarteners and their caregivers to talk about an array of number concepts, but their numeracy-related exchanges rarely went beyond counting. In Study…
Descriptors: Foreign Countries, Young Children, Play, Games
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Vieira, Liliana; Coutinho, Clara – International Journal of Mobile and Blended Learning, 2016
Mobile technologies are increasingly rooted in society and, therefore, intuitively, teachers begin to take advantage of devices that students carry with them daily in a logic of 1:1 bring your own device (BYOD). In fact, it becomes crucial to use this media to promote/increase new pedagogical activities to motivate and challenge students to…
Descriptors: Telecommunications, Educational Technology, Handheld Devices, Technology Uses in Education
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Cowley, Benjamin; Ravaja, Niklas – Cogent Education, 2014
Motivated by the link between play and learning, proposed in literature to have a neurobiological basis, we study the electroencephalogram and associated psychophysiology of "learning game" players. Forty-five players were tested for topic comprehension by a questionnaire administered before and after solo playing of the game Peacemaker…
Descriptors: Diagnostic Tests, Questionnaires, Games, Classification
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Ruggieri, Sabrina; Bendixen, Mons; Gabriel, Ute; Alsaker, Françoise – International Journal of Developmental Science, 2013
Based on the notion that the history of victimization has an impact on the sensitivity to current victimization situations this study investigated whether victims of bullying show more pronounced responses to single episodes of social exclusion. We examined whether victimization experiences in school are associated with responses to ostracism in a…
Descriptors: Victims, Social Isolation, Rejection (Psychology), Video Games
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Su, Chung-Ho; Cheng, Ching-Hsue – EURASIA Journal of Mathematics, Science & Technology Education, 2016
This study aims to explore the factors in a patient's rehabilitation achievement after a total knee replacement (TKR) patient exercises, using a PCA-ANFIS emotion model-based game rehabilitation system, which combines virtual reality (VR) and motion capture technology. The researchers combine a principal component analysis (PCA) and an adaptive…
Descriptors: Foreign Countries, Patients, Patient Education, Rehabilitation