Results 41 to 50 of about 3,858 (164)

Spontaneous Strategies Used During Novel Word Learning

open access: yesLanguage Learning, EarlyView.
Abstract This online study examined spontaneous strategies of English‐speaking adults during associative word learning, the relationship of these strategies with learning outcomes and within‐task evolution of strategy use. Participants were to learn to name 14 object–pseudoword pairs across five successive encoding/recall blocks, followed by delayed ...
Matti Laine   +4 more
wiley   +1 more source

Imagining the Nation in the 21st Century

open access: yesNations and Nationalism, EarlyView.
ABSTRACT This paper investigates how our imagining of the nation has evolved from the 1600s to this day. Reviewing the well‐known analysis of Benedict Anderson, this paper carries the argument further, investigating how our imagining of our national communities has changed alongside sociopolitical, economic and technological transformations.
Anna Triandafyllidou
wiley   +1 more source

Use of television, videogames, and computer among children and adolescents in Italy

open access: yesBMC Public Health, 2009
Background This survey determined the practices about television (video inclusive), videogames, and computer use in children and adolescents in Italy.
Marinelli Paolo   +4 more
doaj   +1 more source

Mental Health Benefits of Blue Spaces Exposure: Results from a Moderated Mediation Analysis Using the AUBS Survey

open access: yesTijdschrift voor Economische en Sociale Geografie, EarlyView.
Abstract Urban blue spaces are increasingly recognised as important determinants of mental health. This empirical study investigates the mental health benefits of blue space exposure in Shkodra, Albania. Data from 534 respondents were collected through the Albanian Urban Blue Spaces (AUBS) Survey.
Samel Kruja   +3 more
wiley   +1 more source

Game‐Making for Cultural Change and Empowered Youth Participation

open access: yesJournal of Computer Assisted Learning, Volume 42, Issue 2, April 2026.
ABSTRACT Background Game‐making has the potential to foster cultural participation and empowerment, yet its role as a form of culture‐making remains underexplored. Existing approaches to cultural engagement often overlook the creative and participatory possibilities of game‐making for addressing pressing cultural challenges and promoting youth ...
Kim Holflod   +5 more
wiley   +1 more source

Alcohol approach–avoidance task behavior and brain potentials differentially predict ecologically assessed alcohol craving and consumption in early emerging adulthood

open access: yesAddiction, Volume 121, Issue 4, Page 804-824, April 2026.
Abstract Aims The current study measured the extent to which different neurobehavioral indices of incentive‐motivational salience attribution to alcohol cues predict alcohol craving and consumption in the natural environment. Design, setting, and participants Laboratory study at a university in Missouri, USA, followed by a smartphone‐based 21‐day ...
Roberto U. Cofresí   +4 more
wiley   +1 more source

Parallels and Interactions between Videogames and Literature: Analyzing Harlan Ellison’s I Have No Mouth and I Must Scream

open access: yesEx-centric Narratives: Journal of Anglophone Literature, Culture and Media, 2019
Many people argue that stories can be experienced by audiences through very specific mediums such as films or books. This paper will diverge from the beaten track and introduce its readers to the contemporary and interactive medium of videogames ...
George Vasilikaris
doaj   +1 more source

Association Between Health‐Related Physical Fitness and Cognition in Preschoolers: MOVI‐HIIT Study

open access: yesScandinavian Journal of Medicine &Science in Sports, Volume 36, Issue 4, April 2026.
ABSTRACT Preschoolers with better health‐related physical fitness (HRPF) have better cognitive and brain functioning. This study examined the associations between health‐related physical fitness and cognitive domains in preschool children, including the independent role of fitness components, potential moderators, and links to low cognitive achievement.
María E. Visier‐Alfonso   +5 more
wiley   +1 more source

Beyond Self‐Reports: The Role of Passion and Behavioural Indicators in Social Gaming

open access: yesJournal of Community &Applied Social Psychology, Volume 36, Issue 2, March/April 2026.
ABSTRACT While prior research on social video game play has emphasised the potential value of objective behavioural indicators, few studies have actually incorporated them. This study addresses this gap by combining survey data with large‐scale behavioural metrics.
Andreas Winklbauer   +3 more
wiley   +1 more source

Videogames, consumption and education

open access: yesEducation in the Knowledge Society, 2017
The ever-increasing success and use of videogames is a reality in our current society, being 54% of the total consumption of audiovisual or interactive entertainment in Spain in 2007. One of the aspects to be taken into consideration, with respect to the
Felix ETXEBERRIA VALERDI
doaj  

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