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Efraimidou, Vasiliki; Sidiropoulou, Maria; Giagazoglou, Paraskevi; Proios, Miltiadis; Tsimaras, Vasileios; Orologas, Anastasios – International Journal of Special Education, 2016
The purpose of this investigation was to examine the effect of a music and movement intervention program on gait, balance and psychological parameters of 10 male athletes in throwing events (ball and disc) with Cerebral Palsy (CP) (spastic hemiplegia), all coming from a sport club in Thessaloniki. Participants were divided randomly by methodical…
Descriptors: Music Education, Movement Education, Control Groups, Psychomotor Skills
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Schafer, Mark; Kell, Holly; Navalta, James; Tibana, Ramires; Lyons, Scott; Arnett, Scott – Research Quarterly for Exercise and Sport, 2014
Tennis is an activity requiring both endurance and anaerobic components, which could have immunosuppressive effects postexercise. Purpose: The purpose of this investigation was to determine the effect of a simulated tennis match on apoptotic and migratory markers on lymphocyte subsets. Method: Male high school (n = 5) and college (n = 3) tennis…
Descriptors: Racquet Sports, Measures (Individuals), Exercise, Exercise Physiology
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Green, Debbie; Rosenfeld, Barry; Belfi, Brian – Assessment, 2013
The current study evaluated the accuracy of the Structured Interview of Reported Symptoms, Second Edition (SIRS-2) in a criterion-group study using a sample of forensic psychiatric patients and a community simulation sample, comparing it to the original SIRS and to results published in the SIRS-2 manual. The SIRS-2 yielded an impressive…
Descriptors: Structured Interviews, Comparative Analysis, Patients, Simulation
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Takatalo, Jari; Hakkinen, Jukka; Kaistinen, Jyrki; Nyman, Gote – Simulation & Gaming, 2011
Playing entertainment computer, video, and portable games, namely, digital games, is receiving more and more attention in academic research. Games are studied in different situations with numerous methods, but little is known about if and how the playing situation affects the user experience (UX) in games. In addition, it is hard to understand and…
Descriptors: Video Games, Measurement Techniques, Laboratories, Males
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Rafi, Ahmad; Samsudin, Khairulanuar – British Journal of Educational Technology, 2009
An experimental study involving 30 undergraduates (mean age = 20.5 years) in mental rotation (MR) training was conducted in an interactive Desktop Mental Rotation Trainer (iDeMRT). Stratified random sampling assigned students into one experimental group and one control group. The former trained in iDeMRT and the latter trained in conventional…
Descriptors: Experimental Groups, Control Groups, Computer Assisted Instruction, Statistical Analysis
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Annetta, Leonard; Mangrum, Jennifer; Holmes, Shawn; Collazo, Kimberly; Cheng, Meng-Tzu – International Journal of Science Education, 2009
The purpose of this study was to examine students' learning of simple machines, a fifth-grade (ages 10-11) forces and motion unit, and student engagement using a teacher-created Multiplayer Educational Gaming Application. This mixed-method study collected pre-test/post-test results to determine student knowledge about simple machines. A survey…
Descriptors: Elementary School Students, Video Games, Educational Games, Learning Processes
Bartik, Timothy J. – 2002
The labor market spillover effects of welfare reform were estimated by using models that pool time-series and cross-section data from the Current Population Survey on the state-year cell means of wages, employment, and other labor market outcomes for various demographic groups. The labor market outcomes in question are dependent variables that are…
Descriptors: Data Analysis, Dropouts, Educational Status Comparison, Employed Women