Results 151 to 160 of about 50,001 (265)
Social Anxiety, Risk Perception, and Problematic Use of Mobile Phones and Video Games: A Gender Perspective. [PDF]
Ruiz-Olivares R +3 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
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
Playing video games in community spaces and adolescent loneliness: a cross-sectional study. [PDF]
Corbella-González A +2 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
Video Games and Gamification for Assessing Mild Cognitive Impairment: Scoping Review. [PDF]
Chen Y +3 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
"Kill the Enemy": Can Violence be Learned in Children by Activating Mirror Neurons Through Video Games? [PDF]
Carta MG, Cantone E, Charfi F.
europepmc +1 more source
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
Leveling up fun: learning progress, expectations, and success influence enjoyment in video games. [PDF]
Brändle F, Wu CM, Schulz E.
europepmc +1 more source

