Results 161 to 170 of about 729,226 (277)

Integrating single-channel EEG neurofeedback into video game-based digital therapeutics for ADHD. [PDF]

open access: yesJ Neuroeng Rehabil
Yan C   +9 more
europepmc   +1 more source

Learning to ‘be’ an activist: Exploring the relationship between activism and informal education in a youth activism group case study

open access: yesBritish Educational Research Journal, EarlyView.
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

The Effects of Violent Video Game Characters' Race on Implicit and Explicit Racial Attitudes. [PDF]

open access: yesInt J Psychol
Mariano TE   +4 more
europepmc   +1 more source

Parental involvement and engagement during COVID‐19 lockdowns: School staff and parents' reflections about children's learning at home

open access: yesBritish Educational Research Journal, EarlyView.
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

A serious video game for teaching basic point-of-care echocardiography skills: a non-inferiority trial. [PDF]

open access: yesBMC Med Educ
Lintschinger JM   +10 more
europepmc   +1 more source

Form flows function: Learner‐centered game Re‐design in a STEM classroom

open access: yesBritish Educational Research Journal, EarlyView.
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

Prospective associations between media parenting practices and adolescent video game use. [PDF]

open access: yesWorld J Pediatr
Nagata JM   +9 more
europepmc   +1 more source

Beyond standardisation, subjects and syllabi: How primary schools organise for arts richness in an era of curriculum reform

open access: yesBritish Educational Research Journal, EarlyView.
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

Cooperative learning strategies to raise attainment in mathematics with pupils aged 11–16 years: A systematic literature review

open access: yesBritish Educational Research Journal, EarlyView.
Abstract Cooperative learning is a widely adopted teaching method to improve academic achievement. This review synthesises existing research on the use of cooperative learning within a school setting for pupils aged 11–16 years. Such a review has not been undertaken to date and will present an evidence base for educators considering implementation ...
Patricia Hampson   +2 more
wiley   +1 more source

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