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Conradi, Lyndsey Aiono; Jameson, J. Matt; Fischer, Aaron J.; Farrell, Michael; Eichelberger, Carrie; Ryan, Joanna; Bowman, Jessica A.; McDonnell, John – Education and Training in Autism and Developmental Disabilities, 2020
Numerous studies have demonstrated the positive effects of the Good Behavior Game (GBG); however, limited information exists on the impact of the GBG on students with severe disabilities. This study investigated the impact of the GBG on students with severe disabilities and their off-task behaviors. Three students in three self-contained…
Descriptors: Severe Disabilities, Time on Task, Student Behavior, Self Contained Classrooms
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Ling, Henry Wai-Hang; Tsang, Kenneth Ho-Him; Yu, Kenneth Sau-Yin; Lee, Vincent Wan-Ping; Wong, Johnny Chung-Yee; Ng, Ka-Ying; Sun, Icy; Ngan, Avis – International Journal of Game-Based Learning, 2021
This research explores the possibility of providing a general guideline for the use of LEGO® SERIOUS PLAY® (LSP) in youth work and examining the experiences of the frontline youth workers in Hong Kong who have adopted LSP to engage youngsters, who have been experiencing enormous socioeconomic challenges in different aspects. A 12-session workshop…
Descriptors: Foreign Countries, Educational Games, Toys, Play
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Alsawaier, Raed S. – International Journal of Information and Learning Technology, 2018
Purpose: Gamification is the application of game features, mainly video game elements, into non-game context for the purpose of promoting motivation and engagement in learning. The application of gamification in a pedagogical context provides some remedy for many students who find themselves alienated by traditional methods of instruction. The use…
Descriptors: Educational Games, Teaching Methods, Learning Motivation, Learner Engagement
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Michelle Torok; Victoria Rasmussen; Quincy Wong; Aliza Werner-Seidler; Bridianne O'Dea; John Toumbourou; Alison Calear – Australian Journal of Education, 2019
Childhood emotional and behavioural problems can indicate a higher risk of developing mental illness in adolescence and beyond. Schools provide an appropriate setting in which to deliver universal preventions to improve well-being and protect against early risks for mental health disorder. However, interventions can often be difficult to implement…
Descriptors: Emotional Problems, Behavior Problems, At Risk Persons, Mental Disorders
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Eldar, Eitan – Physical Education and Sport Pedagogy, 2008
Background: Physical activity holds great promise as a natural and enjoyable setting for learning and for behavioral change. Despite claims that engagement in physical activity can promote socially desired behaviors, there remains a lack of a clear conceptual base that can guide interventions as well as research endeavors in this field. This…
Descriptors: Physical Activities, Guidelines, Behavior Change, Teaching Methods
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Blood, Gordon W. – Language, Speech, and Hearing Services in Schools, 1995
This article describes a cognitive-behavioral treatment package for relapse management in adolescents who stutter. The package includes game-based training techniques in problem solving, communication skills, and assertiveness; coping responses for stuttering episodes; and realistic expectations for fluency and relapse. Follow-up results with…
Descriptors: Adolescents, Behavior Modification, Cognitive Restructuring, Communication Skills
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Simonson, Michael, Ed.; Crawford, Margaret, Ed. – Association for Educational Communications and Technology, 2006
For the twenty-ninth year, the Research and Theory Division of the Association for Educational Communications and Technology (AECT) is sponsoring the publication of these Proceedings. Papers published in this volume were presented at the National AECT Convention in Orlando, Florida. The Proceedings of AECT's Convention are published in two…
Descriptors: Research and Development, Professional Associations, Educational Technology, Teacher Educators