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Su Morris; Emily K. Farran; Katie A. Gilligan-Lee – Journal of Intellectual Disabilities, 2024
Familiarity with technology has become a requirement for independent living, however there is limited information on technology access and use for people with Down syndrome (DS). The aim of this study is to describe technology, gaming, and social-media use in people with DS. Parents/caregivers (N = 220) of individuals with DS aged 5-35 years (49%…
Descriptors: Incidence, Computer Use, Down Syndrome, Video Games
Dahlgren, J.; Healy, S.; MacDonald, M.; Geldhof, J.; Palmiere, K.; Haegele, J. A. – Autism: The International Journal of Research and Practice, 2021
To date, studies using cross-sectional methodologies make up a majority of the literature surrounding children with autism spectrum disorders and participation in physical activity and screen time. Longitudinal studies are needed to examine how physical activity and screen time behaviors co-develop for children with and without an autism spectrum…
Descriptors: Physical Activity Level, Autism, Pervasive Developmental Disorders, Children
Eadaoin J. Slattery; Deirdre Butler; Michael O'Leary; Kevin Marshall – Irish Educational Studies, 2024
Minecraft Education is a popular digital game-based learning platform designed for use in educational settings. This study explores teachers' experiences of using Minecraft Education as an educational tool to foster the development of key competencies and skills in students. Semi-structured interviews with Irish primary school teachers (N = 11)…
Descriptors: Game Based Learning, Video Games, Technology Uses in Education, Teaching Experience
Carey, Alexis; Povey, Rachel; Taylor, Jennifer – Preventing School Failure, 2023
Early school leaving (ESL) is considered a significant societal issue globally due to the negative effect on young people's health, affect, and quality of life. Continued absenteeism is a risk factor for ESL. This study aimed to explore Irish children's health and wellbeing experiences during school closures due to the COVID-19 pandemic. These…
Descriptors: Foreign Countries, Elementary School Students, COVID-19, Pandemics
Egan, Suzanne M.; Beatty, Chloé – Irish Educational Studies, 2021
The aim of the current study was to investigate how children in Ireland adapted to the change in schooling, and particularly their use of screen devices to support their learning at home, during a period of lockdown due to the COVID-19 crisis in early 2020. This research draws on data from 506 parents of children aged 1-10 years in Ireland who…
Descriptors: COVID-19, Pandemics, Educational Technology, Technology Uses in Education
Giralt, Marta; Murray, Liam – Research-publishing.net, 2019
At a recent TeCoLa3 project conference, Colpaert (2017) declared: "there is not enough evidence to suggest that technology has a direct effect on learning, not even virtual worlds. No, not even games… My hypothesis is… that the added value of technology depends on the designs of your learning environment on the one hand… and what I will talk…
Descriptors: Computer Games, Intercultural Communication, Computer Simulation, Teaching Methods
Johnson, L.; Adams Becker, S.; Cummins, M.; Estrada, V.; Freeman, A. – New Media Consortium, 2015
The "2015 NMC Technology Outlook for Higher Education in Ireland: A Horizon Project Regional Report" is a collaborative research effort between the New Media Consortium (NMC), National Institute for Digital Learning (NIDL) at Dublin City University, and the Irish Learning Technology Association (ILTA) to inform Irish higher education…
Descriptors: Foreign Countries, Higher Education, Educational Technology, Technology Uses in Education
Patterson, Jennifer – Research-publishing.net, 2013
This chapter examines a specific aspect of digital media use, namely the viewing of violent content amongst a male adolescent cohort aged 15-17 years. It is a qualitative study that examines the online practices of fourteen male adolescents, with particular emphasis placed on their understanding of violence. The participants offer the researcher…
Descriptors: Violence, Masculinity, Video Games, Content Analysis
Bergin, Susan; Reilly, Ronan – Computer Science Education, 2006
A model for predicting student performance on introductory programming modules is presented. The model uses attributes identified in a study carried out at four third-level institutions in the Republic of Ireland. Four instruments were used to collect the data and over 25 attributes were examined. A data reduction technique was applied and a…
Descriptors: Programming, Foreign Countries, Multivariate Analysis, Introductory Courses
National Academy for Integration of Research, Teaching and Learning (NJ1), 2011
This volume presents 64 abstracts of keynote and parallel paper presentations of the Irish National Academy for Integration of Research, Teaching and Learning's (NAIRTL) conference on the theme of flexible learning. The Flexible Learning conference was a joint initiative by NAIRTL and the Learning Innovation Network. The keynote presentations can…
Descriptors: Open Education, Foreign Countries, Information Technology, Educational Technology