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Showing 16 to 30 of 67 results Save | Export
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Zhou, Shaona; Han, Jing; Pelz, Nathaniel; Wang, Xiaojun; Peng, Liangyu; Xiao, Hua; Bao, Lei – European Journal of Physics, 2011
Interest in computer-based learning, especially in the use of virtual reality simulations is increasing rapidly. While there are good reasons to believe that technologies have the potential to improve teaching and learning, how to utilize the technology effectively in teaching specific content difficulties is challenging. To help students develop…
Descriptors: Cues, Computer Simulation, Physics, Motion
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Backlund, Per; Engstrom, Henrik; Johannesson, Mikael; Lebram, Mikael – Simulation & Gaming, 2010
In this article, the authors report on the construction and evaluation of a game-based driving simulator using a real car as a joystick. The simulator is constructed from off-the-shelf hardware and the simulation runs on open-source software. The feasibility of the simulator as a learning tool has been experimentally evaluated. Results are…
Descriptors: Traffic Safety, Motor Vehicles, Computer Assisted Instruction, Computer Simulation
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Standen, P. J.; Camm, C.; Battersby, S.; Brown, D. J.; Harrison, M. – Computers & Education, 2011
Many people with intellectual disabilities also have physical difficulties which prevent them from using standard computer control devices. Custom made alternative devices for those with special needs can be expensive and the low unit turnover makes the prospect unattractive to potential manufacturers. One solution is to explore the potential of…
Descriptors: Physical Disabilities, Mental Retardation, Performance Tests, Cognitive Ability
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Bhat, A. N.; Galloway, J. C.; Landa, R. J. – Journal of Child Psychology and Psychiatry, 2010
Background: Social inattention is common in children with autism whereas associative learning capabilities are considered a relative strength. Identifying early precursors of impairment associated with autism could lead to earlier identification of this disorder. The present study compared social and non-social visual attention patterns as well as…
Descriptors: Cues, Autism, Attention, Caregivers
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Beran, Michael J.; Washburn, David A.; Rumbaugh, Duane M. – Psychological Record, 2007
In many discrimination-learning tests, spatial separation between stimuli and response loci disrupts performance in rhesus macaques. However, monkeys are unaffected by such stimulus-response spatial discontiguity when responses occur through joystick-based computerized movement of a cursor. To examine this discrepancy, five monkeys were tested on…
Descriptors: Tests, Stimuli, Computer Assisted Testing, Discrimination Learning
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Cross, Gary – American Journal of Play, 2008
Drawing on a range of sources in the history of play, this article discusses how play for all ages mirrors social change, especially but not exclusively in America. The article explores three broad themes from colonial times to the present: first, how play was shaped by changes in work and time at work; second, how play activities were transformed…
Descriptors: Play, Social Change, Child Development, Time
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Wilson, Andrew D.; Snapp-Childs, Winona; Bingham, Geoffrey P. – Journal of Experimental Psychology: Human Perception and Performance, 2010
Coordinated rhythmic movement is specifically structured in humans. Movement at 0[degrees] mean relative phase is maximally stable, 180[degrees] is less stable, and other coordinations can, but must, be learned. Variations in perceptual ability play a key role in determining the observed stabilities so we investigated whether stable movements can…
Descriptors: Feedback (Response), Control Groups, Experimental Groups, Evaluation
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El Sayed, Neven A. M.; Zayed, Hala H.; Sharawy, Mohamed I. – Computers & Education, 2011
Augmented Reality (AR) is the technology of adding virtual objects to real scenes through enabling the addition of missing information in real life. As the lack of resources is a problem that can be solved through AR, this paper presents and explains the usage of AR technology we introduce Augmented Reality Student Card (ARSC) as an application of…
Descriptors: Computer Oriented Programs, Educational Technology, Computer Simulation, Video Games
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Jenko, Mojca – International Journal of Rehabilitation Research, 2010
Assistive technologies (ATs) for computer access enable people with disabilities to be included in the information society. Current methods for assessment and selection of the most appropriate AT for each individual are nonstandardized, lengthy, subjective, and require substantial clinical experience of a multidisciplinary team. This manuscript…
Descriptors: Control Groups, Access to Computers, Disabilities, Assistive Technology
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Jones, M. Gail; Minogue, James; Tretter, Thomas R.; Negishi, Atsuko; Taylor, Russell – Science Education, 2006
This study investigated the impact of haptic augmentation of a science inquiry program on students' learning about viruses and nanoscale science. The study assessed how the addition of different types of haptic feedback (active touch and kinesthetic feedback) combined with computer visualizations influenced middle and high school students'…
Descriptors: Microbiology, Student Attitudes, Likert Scales, Feedback
Evans, Gareth; Blenkhorn, Paul – 1999
This paper describes the development and evaluation of a low-cost head-operated joystick for computer users with disabilities that prevent them from using a conventional hand-operated computer mouse and/or keyboard. The paper focuses on three issues: first, the style of head movement required by the device; second, whether a head-operated device…
Descriptors: Accessibility (for Disabled), Assistive Devices (for Disabled), Input Output Devices, Severe Disabilities
Gorlewicz, Jenna Lynn – ProQuest LLC, 2013
This dissertation bridges the fields of haptics, engineering, and education to realize some of the potential benefits haptic devices may have in Science, Technology, Engineering, and Math (STEM) education. Specifically, this dissertation demonstrates the development, implementation, and assessment of two haptic devices in engineering and math…
Descriptors: STEM Education, Handheld Devices, Feedback (Response), Engineering Education
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Seidler, Rachael D. – Learning & Memory, 2007
Two important components of skill learning are the learning process itself (motor acquisition) and the ability to transfer what has been learned to new task variants (motor transfer). Many studies have documented age-related declines in the ability to learn new manual motor skills. In this study, I tested whether the degree of savings at transfer…
Descriptors: Transfer of Training, Feedback, Learning Disabilities, Aging (Individuals)
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King, John; Alloway, Nola – Computers in the Schools, 1993
Reports on a study of the ability of preschoolers and first, second, and third graders to use three computer input devices: a joystick, a mouse, and a keyboard. For all grade levels, the mouse offered the greatest ease of use in manipulating icons, followed by the joystick and the keyboard. No effect for gender was found. (Contains 30 references.)…
Descriptors: Age Differences, Analysis of Variance, Comparative Analysis, Early Childhood Education
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Liu, Chang Hong; Ward, James; Markall, Helena – Journal of Experimental Psychology: Human Perception and Performance, 2007
Research on face recognition has mainly relied on methods in which observers are relatively passive viewers of face stimuli. This study investigated whether active exploration of three-dimensional (3D) face stimuli could facilitate recognition memory. A standard recognition task and a sequential matching task were employed in a yoked design.…
Descriptors: Stimuli, Recognition (Psychology), Memory
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