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Abdullah Kalay; Yüksel Deniz Arikan – Journal of Educational Technology and Online Learning, 2023
Since motivation is known to be a critical factor, approaches, methods, techniques, and materials that would affect motivation positively are utilized in learning and teaching processes. Gamification is used by including game components into teaching processes to enhance students' motivation, attract their attention to the lesson and boost…
Descriptors: Instructional Materials, Gamification, Student Motivation, Academic Achievement
Attention Training Improves the Self-Reported Focus and Emotional Regulation of High School Students
Alissa J. Mrazek; Michael D. Mrazek; Chelsea S. Brown; Sana S. Karimi; Rosie R. Ji; Joshua R. Ortega; Andrew Maul; Peter C. Carr; Alex M. Delegard; Arianna C. Kirk; Jonathan W. Schooler – Grantee Submission, 2022
Previous research points to digital attention training as a potential remedy for the growing levels of distraction and emotional distress that adolescents experience. However, no studies with a comparison group have been conducted in high school settings to assess the feasibility and efficacy of digital attention training. Using a two-group,…
Descriptors: Attention Control, Intervention, Comparative Analysis, Teaching Methods