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Yilmaz, Eyüp; Griffiths, Mark D. – Education and Information Technologies, 2023
Playing games can be one of the most important activities for children to improve their social problem-solving (SPS) skills. Studies that have examined the empirical evidence of playing games concerning children's SPS skills have tended to focus on the function of a single game. Therefore, an overview study is needed to generalize the data by the…
Descriptors: Children, Interpersonal Competence, Problem Solving, Video Games
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
Rivero, Edward; Gutiérrez, Kris – Journal for the Study of Education and Development, 2022
In this article, we examine how a Latinx eight-year-old child's participation in an online gaming community supported his involvement in a way of learning termed Learning by Observing and Pitching In (LOPI). Specifically, we focus on how the way that the online gaming community was organized allowed the child to be incorporated to contribute to a…
Descriptors: Observation, Community Involvement, Video Games, Internet
Jeewon Kim; Jiyoon Kang; Michael Glassman; Min Ju Kang – European Journal of Developmental Psychology, 2024
Screens have become increasingly prevalent in children's lives. This study examined the longitudinal association between screen time and aggressive behaviour by investigating the mediating and moderating roles of language ability and parenting stress, respectively. The analysed data consisted of 1,319 children, aged 5 to 15, from the Fragile…
Descriptors: Longitudinal Studies, Children, Adolescents, Child Behavior
Cun, Aijuan – Bilingual Research Journal, 2022
This study explores the digital literacy practices and identities of two children with refugee backgrounds. The study draws upon theoretical perspectives on multiliteracies, digital literacy practices, and identities. The data sources included field notes taken during home visits, audio recordings of conversations, and artifacts made by the…
Descriptors: Digital Literacy, Refugees, Children, Video Games
Hashmi, Salim; Paine, Amy L.; Hay, Dale F. – Infant and Child Development, 2021
References to internal states (e.g., thoughts, feelings, and desires) indicate children's appreciation of people's inner worlds. Many children spend time playing video games; however, the nature of children's speech when doing so has received little attention. We investigated the use of internal state language (ISL) as 251 seven-year-olds played…
Descriptors: Psychological Patterns, Cognitive Processes, Play, Toys
Stampoltzis, Aglaia; Voulkidou, Efstathia – European Journal of Psychology and Educational Research, 2023
Television watching and video/computer playing are favorite leisure activities among children and adolescents. Individuals with attention deficit hyperactivity disorder (ADHD) have several special characteristics in relation to attention and impulsivity compared with non-ADHD individuals. This study investigates parental perceptions of electronic…
Descriptors: Parent Attitudes, Children, Attention Deficit Hyperactivity Disorder, Foreign Countries
Meagan Kathleen Bromley – ProQuest LLC, 2023
Parental involvement in play has long been an essential piece of healthy child development and wellbeing, yet when it comes to digital play, parent-child relationships are often characterized by conflict and stress. This research explored the relationship between parental involvement with children's digital game play, digital game design, and…
Descriptors: Parent Participation, Child Development, Parent Child Relationship, Video Games
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
Lee, Jihyun; Gutierrez, Julissa – Journal of Physical Education, Recreation & Dance, 2023
This article introduces the rationale behind utilizing computer-assisted gamification for the development of movement skills for children with ASD. This article also provides a brief review of several studies that have utilized computer-assisted gamification approaches in motor skill interventions, in order to show the applications and…
Descriptors: Gamification, Psychomotor Skills, Children, Autism Spectrum Disorders
Mansha Mirza; Jasmine P. Brown-Hollie; Yolanda Suarez-Balcazar; Deborah Parra-Medina; Sarah Camillone; Weiwen Zeng; Estefania Garcia-Gomez; Nazanin Heydarian; Sandy Magaña – Review Journal of Autism and Developmental Disorders, 2024
This systematic review evaluated interventions and relevant outcomes for health promotion and obesity prevention among children and adolescents with developmental disabilities (DD). Twenty-one studies including randomized control trials (n= 9) and quasi-experimental studies (n=12) published between 2010 and 2021 met inclusion criteria related to…
Descriptors: Health Promotion, Obesity, Prevention, Intervention
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
Nigg, Carina; Weber, Christoph; Schipperijn, Jasper; Reichert, Markus; Oriwol, Doris; Worth, Annette; Woll, Alexander; Niessner, Claudia – Health Education & Behavior, 2022
Background: Urban and rural areas have been experiencing major demographic and structural changes, characterized by an aging population in rural areas and a growth of cities in number and size. However, it is poorly researched how children's physical activity and screen time developed in urban and rural areas. To address this deficit, we…
Descriptors: Rural Urban Differences, Children, Physical Activity Level, Trend Analysis
Ahmad, Faizan; Zongwei, Luo; Ahmed, Zeeshan; Muneeb, Sara – Interactive Learning Environments, 2023
An insight regarding few of the experiences during video games playing activity is still fuzzy. This paper presents an extensive empirical study that analyzes the experiences of 100 participants (i.e. 25 children, younger adults, older adults, and elders each) during brain games play. This concludes a number of significant correlations among the…
Descriptors: Children, Young Adults, Older Adults, Experience