Results 121 to 130 of about 46,572 (241)
MightyU - A portable sensor-based video game application for exercise training of children and adolescents with cerebral palsy. [PDF]
Eitner L +14 more
europepmc +1 more source
Abstract Improving retention and graduate outcomes for students from a widening participation (WP) background is key to achieving more equitable outcomes. However, evidence suggests WP students experienced different challenges than their peers during the COVID‐19 pandemic.
Wilhelmiina Toivo +4 more
wiley +1 more source
The relationship between video game use, antisocial behaviour, and bullying in adolescents and young adults, and gender differences. [PDF]
González-Álvarez S +2 more
europepmc +1 more source
Abstract Young people in the United States (and beyond) access spaces for activism in varied ways, including the out‐of‐school time sector, where youth activism (YA) groups draw on informal learning pedagogies to engage young people in collective action.
Laura Weiner
wiley +1 more source
Perceptual learning of prosthetic vision using video game training. [PDF]
Esquenazi RB +5 more
europepmc +1 more source
Abstract Valuing parental engagement, as part of home–school collaboration, can benefit children's learning. This article focuses on parents and school‐based staff's (N = 120) experiences of children's learning occurring at home during the COVID‐19 lockdowns (2020–2021), both school‐mandated and other learning activities.
Ashley Brett +5 more
wiley +1 more source
Effects of Video Game Type on Cognitive Performance and Brain Functional Connectivity: A Longitudinal EEG Study. [PDF]
Lu J +6 more
europepmc +1 more source
Form flows function: Learner‐centered game Re‐design in a STEM classroom
Abstract Re‐designing games facilitates interest‐driven learning and immerses learners in systems thinking. However, there are limited studies exploring how the form and function of tabletop games influence learners' design decisions and learning experiences. To address this gap, we conducted a mixed‐methods study in a STEM classroom in western Canada.
Farzan Baradaran Rahimi +2 more
wiley +1 more source
Characterizing the cognitive and mental health benefits of exercise and video game playing. [PDF]
Paleczny SG +4 more
europepmc +1 more source
Abstract As England embarks on its first comprehensive curriculum review in fifteen years, this paper offers critical insights from schools that sustained arts‐rich provision despite a policy landscape hostile to creative subjects. Drawing on data from the Researching Arts‐rich Primary Schools (RAPS) project—a mixed‐methods study of 76 arts‐rich ...
Pat Thomson, Christine Hall
wiley +1 more source

