Publication Date
In 2025 | 0 |
Since 2024 | 0 |
Since 2021 (last 5 years) | 0 |
Since 2016 (last 10 years) | 2 |
Since 2006 (last 20 years) | 5 |
Descriptor
Leisure Time | 5 |
Program Effectiveness | 5 |
Video Games | 5 |
Recreational Activities | 3 |
Handheld Devices | 2 |
Intervention | 2 |
Middle School Students | 2 |
Scheduling | 2 |
Teaching Methods | 2 |
Academic Achievement | 1 |
Academic Failure | 1 |
More ▼ |
Source
ACT, Inc. | 1 |
Education and Treatment of… | 1 |
Journal of Behavioral… | 1 |
Physical Educator | 1 |
RMLE Online: Research in… | 1 |
Author
Allen, Jeff | 1 |
Blum-Dimaya, Alyssa | 1 |
Casillas, Alex | 1 |
Chan, Jeffrey Michael | 1 |
Davis, Tonya | 1 |
Fragale, Christina | 1 |
Graham, Kimberly | 1 |
Hoch, Hannah | 1 |
Kuo, Yi-Lung | 1 |
Lambdin, Lindsay | 1 |
Martin, Nicole J. | 1 |
More ▼ |
Publication Type
Journal Articles | 4 |
Reports - Research | 4 |
Reports - Evaluative | 1 |
Tests/Questionnaires | 1 |
Education Level
Grade 7 | 2 |
Junior High Schools | 2 |
Middle Schools | 2 |
Elementary Education | 1 |
Grade 8 | 1 |
High Schools | 1 |
Secondary Education | 1 |
Audience
Location
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Kuo, Yi-Lung; Allen, Jeff; Casillas, Alex – ACT, Inc., 2020
This study investigated the relationships between social and emotional learning factors and course failure for 9,308 7th-9th graders. Student self-report measures of social and emotional learning (SEL) and biographical factors (ACT® Engage® Grades 6-9) were analyzed through multiple regression models with propensity score weighting techniques. The…
Descriptors: Social Development, Emotional Development, Grade 7, Grade 8
Martin, Nicole J.; Schmick, Ayla M. – Physical Educator, 2018
This study describes high school students' use of smart technology to enhance leisure-time physical activity. Participants included 109 students who completed an informational survey comprised of questions examining non-school sport and physical activity hours, daily video game hours, and use of Kinect active video games and smartphone apps.…
Descriptors: Student Evaluation, Educational Technology, Physical Activities, High School Students
Chan, Jeffrey Michael; Lambdin, Lindsay; Graham, Kimberly; Fragale, Christina; Davis, Tonya – Journal of Behavioral Education, 2014
Individuals with developmental disabilities have limited opportunities to participate in leisure activities, frequently due to lack of skills. The purpose of the current study was to teach three adults diagnosed with mild intellectual disability to use an iPad in the context of playing the video game Angry Birds. We used an adapted multiple…
Descriptors: Developmental Disabilities, Leisure Time, Recreational Activities, Adults
Blum-Dimaya, Alyssa; Reeve, Sharon A.; Reeve, Kenneth F.; Hoch, Hannah – Education and Treatment of Children, 2010
Children with autism have severe and pervasive impairments in social interactions and communication that impact most areas of daily living and often limit independent engagement in leisure activities. We taught four children with autism to engage in an age-appropriate leisure skill, playing the video game Guitar Hero II[TM], through the use of (a)…
Descriptors: Play, Video Games, Autism, Scheduling
Williams, James D. – RMLE Online: Research in Middle Level Education, 2006
This case study involved 3 middle school students in an assessment of the influence of self-reflection on general academic performance. It was hypothesized that increased self-reflection would have a positive influence on academic performance as measured by grades on tests, writing assignments, and homework. The participants were ages 13.4, 13.5,…
Descriptors: Writing Assignments, Music, Video Games, Academic Achievement