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Sara Bertoni; Chiara Andreola; Sara Mascheretti; Sandro Franceschini; Milena Ruffino; Vittoria Trezzi; Massimo Molteni; Maria Enrica Sali; Antonio Salandi; Ombretta Gaggi; Claudio Palazzi; Simone Gori; Andrea Facoetti – npj Science of Learning, 2024
Action video-games (AVGs) could improve reading efficiency, enhancing not only visual attention but also phonological processing. Here we tested the AVG effects upon three consolidated language-based predictors of reading development in a sample of 79 pre-readers at-risk and 41 non-at-risk for developmental dyslexia. At-risk children were impaired…
Descriptors: Video Games, Phonemic Awareness, Children, At Risk Persons
Bárbara Mariana Gutiérrez-Pérez; María Teresa Silva-Fernández; Sara Serrate González – Educational Media International, 2024
The aim of this paper is to describe and analyze the process of co-creation and evaluation of an educational video game application called "Natur-Kingdom," developed within the framework of the NaturTEC-Kids Living Lab with the active participation of children and adolescents. This article aims to demonstrate how the integration of end…
Descriptors: Video Games, Educational Technology, Learner Engagement, Children
Jingying Chen; Junlin Hu; Kun Zhang; Xiao Zeng; Yuhao Ma; Wenrui Lu; Kai Zhang; Guangshuai Wang – Interactive Learning Environments, 2024
Virtual reality (VR) technology has shown great potential on intervention of social skills for children with autism spectrum disorder (ASD). This review aimed to review the application of VR in current social skills intervention targeting autistic children and evaluate its effect. After searching and screening three databases, we found 20 papers…
Descriptors: Computer Simulation, Interpersonal Competence, Skill Development, Autism Spectrum Disorders
Wijnhoven, Lieke A. M. W.; Engels, Rutger C. M. E.; Onghena, Patrick; Otten, Roy; Creemers, Daan H. M. – Journal of Autism and Developmental Disorders, 2022
The aim of the present study was to examine the additive effect of elements of cognitive behavioral therapy (CBT) on the video game Mindlight in decreasing anxiety of children with an autism spectrum disorder (ASD). A non-concurrent multiple baseline design with 8 children with ASD in the age of 8-12 was used. CBT did not have the hypothesized…
Descriptors: Cognitive Restructuring, Behavior Modification, Therapy, Video Games
Merve Kasim; Yasemin Deringöl – Education and Information Technologies, 2025
The aim of this study is to investigate the impact of technology-supported mathematical modeling method on the mathematical skills of a fourth-grade student with Mathematical Learning Disabilities. The study group consists of a fourth-grade student. It was discovered that the student lacked numerical and logical skills compared to other students.…
Descriptors: Educational Technology, Technology Uses in Education, Grade 4, Mathematics Instruction
Jiménez-Muñoz, Laura; Peñuelas-Calvo, Inmaculada; Calvo-Rivera, Pilar; Díaz-Oliván, Isaac; Moreno, Manon; Baca-García, Enrique; Porras-Segovia, Alejandro – Journal of Autism and Developmental Disorders, 2022
Video games are a promising area of intervention for children diagnosed with Autism Spectrum Disorders (ASD). However, reviews on this topic are scarce. This review on studies exploring video games for the treatment of ASD followed the Preferred Reporting Items for Systematic Reviews and Meta-Analyses guidelines, and its protocol was registered in…
Descriptors: Video Games, Intervention, Children, Autism
Sosnowski, David W.; Stough, Cathleen Odar; Weiss, Mary Jane; Cessna, Tahra; Casale, Amy; Foran, Adrienne; Erwinski, Melanie; Wilson, John; Farber, Steven A.; Farber, Michael A. – Journal of Autism and Developmental Disorders, 2022
This study examined the feasibility, acceptability, and efficacy of a video game-based digital therapeutic combining applied behavior analysis techniques and gaze-contingent eye tracking to target emotion recognition in youth with autism spectrum disorder (ASD). Children aged 4-14 years with ASD were randomized to complete Lookware™ (n = 25) or a…
Descriptors: Autism, Pervasive Developmental Disorders, Video Games, Applied Behavior Analysis
Moron, Victória Branca; Barbosa, Débora Nice Ferrari; Sanfelice, Gustavo Roese; Barbosa, Jorge Luis Victória; Leithardt, Daiana R. F.; Leithardt, Valderi Reis Quietinho – Education Sciences, 2022
Studies show that executive functions and motor development are associated with each other and with learning ability. A more technological lifestyle combined with digital culture should be considered a viable alternative to stimulate children's development. Therefore, this study aimed to present a systematic mapping of the literature involving…
Descriptors: Executive Function, Motor Development, Correlation, Video Games
Pourazar, Morteza; Bagherzadeh, Fazlolah; Mirakhori, Fatemeh – International Journal of Developmental Disabilities, 2021
Aims: The purpose of this study was to investigate the effects of Virtual reality training on dynamic balance of children with spastic hemiplegic cerebral palsy (SHCP). Methods: 20 girls with SHCP (mean age = 9.4; SD =1.48) were selected from special schools and divided into the experimental and control groups. Commercially available Kinect dance…
Descriptors: Children, Cerebral Palsy, Computer Simulation, Training
Lau, Patrick Wing-Chung; Wang, Geng; Wang, Jing-Jing – Journal of Applied Research in Intellectual Disabilities, 2020
Background: Interventions with active video games (AVGs) can promote physical activity (PA) and health and are compatible with a school setting. The needs of children with intellectual disability (ID) in this area have been neglected. Methods: A two-arm trial was conducted among 203 students with intellectual disability. The intervention group was…
Descriptors: Video Games, Body Composition, Physical Activity Level, Psychomotor Skills
Beaumont, Renae; Walker, Hugh; Weiss, Jonathan; Sofronoff, Kate – Journal of Autism and Developmental Disorders, 2021
Families often face financial and geographical barriers to services for children with autism. The current study explored the effectiveness of a parent-supported adaptation of the computer game-based social skills program Secret Agent Society (SAS). Seventy child-parent dyads were randomized to SAS (n = 35) or a caregiver-supported cognitive skills…
Descriptors: Video Games, Computer Games, Game Based Learning, Interpersonal Competence
Brodhead, Matthew T.; Courtney, William Timothy; Thaxton, Jackie R. – Journal of Applied Behavior Analysis, 2018
We evaluated the effects of an activity schedule embedded within an iPad on varied play across applications. After establishing a pattern of repetitive gameplay, we taught three children with autism to follow the activity schedule using physical guidance. All participants increased their varied play to four applications per session and…
Descriptors: Autism, Children, Handheld Devices, Telecommunications
Layne, Todd; Yli-Piipari, Sami; Knox, Tony – Education 3-13, 2021
The study examined the effectiveness of a 4-week classroom-based, technology-assisted physical activity break program on elementary students' reaction time, response inhibition control, and mathematics performance. Participants included 40 (8-9-year-old) elementary school students located in the mid-south United States (US) who were…
Descriptors: Physical Activities, Recess Breaks, Class Activities, Elementary School Students
Medeiros, Pâmella; Felden, Érico Pereira Gomes; Zequinão, Marcela Almeida; Cordeiro, Paola Cidade; Dias de Freitas, Kamyla Thais; Libardoni dos Santos, João Otacilio; Cardoso, Fernando Luiz – International Journal of Game-Based Learning, 2020
The objective this article is to verify the effects of an intervention program with exergames on the motor performance of children aged 8 to 10 years. The study included 64 children divided into experimental group and physical education group. The motor intervention used in this study was an exergame program with 18 sessions lasting 45 minutes…
Descriptors: Exercise, Game Based Learning, Video Games, Program Effectiveness
Terlouw, G.; van't Veer, J. T. B.; Kuipers, D. A.; Metselaar, J. – Early Child Development and Care, 2020
Children with autism spectrum disorders (ASD) often face challenges in social situations. Although designers and researchers explore the potential of digital (game-like) interventions, most interventions lack evidence in efficacy or proper design. The aim of this study is to explore the worldview and needs of the target users in their daily life…
Descriptors: Autism, Pervasive Developmental Disorders, Children, Interpersonal Competence
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