82 results on '"Bruce D. Homer"'
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2. Does Digital Game Play Affect Social/Emotional Child Wellbeing?
3. Using Multiple Data Streams in Executive Function Training Games to Optimize Outcomes for Neurodiverse Populations.
4. Predicting Executive Functions in a Learning Game: Accuracy and Reaction Time.
5. Distinguishing Effects of Executive Functions on Literacy Skills in Adolescents.
6. Connecting Theory and Design Through Research: Cognitive Skills Training Games.
7. Children and Adolescents' Development of Executive Functions in Digital Contexts.
8. Improving high school students' executive functions through digital game play.
9. Designing Digital Badges for Educational Games: The Impact of Badge Type on Student Motivation and Learning.
10. Detecting patterns of engagement in a digital cognitive skills training game.
11. The Effect of Learning Mechanics Design on Learning Outcomes in a Computer-Based Geometry Game.
12. Measuring advanced theory of mind: Do story‐based tasks work?
13. Supporting the use of multiple representations in multimedia learning environments.
14. Moved to learn: The effects of interactivity in a Kinect-based literacy game for beginning readers.
15. Learning from multiple representations: An examination of fixation patterns in a science simulation.
16. Level of interactivity and executive functions as predictors of learning in computer-based chemistry simulations.
17. Examining the Bilingual Advantage on Conflict Resolution Tasks: A Meta-Analysis.
18. Playing a Video Game and Learning to Think: What’s the Connection?
19. Cognitive Load in Multimedia Learning: The Role of Learner Preferences and Abilities.
20. Gender and player characteristics in video game play of preadolescents.
21. Design factors for educationally effective animations and simulations.
22. Design Factors for Effective Science Simulations: Representation of Information.
23. A mixed-methods analysis of mechanisms to support college enrollment among low-income high school students
24. Executive Functions and Decoding in Children and Adolescents: a Meta-analytic Investigation
25. The effects of video on cognitive load and social presence in multimedia-learning.
26. Distinguishing Direct and Indirect Effects of Executive Functions on Reading Comprehension in Adolescents
27. Including Medical Footage and Emotional Content in Organ Donation Educational Videos for Latinx Viewers
28. Review for 'Assessing the effectiveness of a game‐based phonics intervention for first and second grade English language learners in India: A randomized controlled trial'
29. Is there a bilingual advantage on interference-control tasks? A multiverse meta-analysis of global reaction time and interference cost
30. Speed Versus Accuracy: Implications of Adolescents' Neurocognitive Developments in a Digital Game to Train Executive Functions
31. The effect of adaptive difficulty adjustment on the effectiveness of a game to develop executive function skills for learners of different ages
32. Activating adolescents’ 'hot' executive functions in a digital game to train cognitive skills: The effects of age and prior abilities
33. Designing Digital Badges for Educational Games
34. Digital game-based education for Syrian refugee children: Project Hope
35. Learning executive function skills by playing focused video games
36. Designing Digital Badges for Educational Games
37. Handbook of Game-Based Learning
38. Emotional design for digital games for learning: The effect of expression, color, shape, and dimensionality on the affective quality of game characters
39. Digital Games as Tools for Embedded Assessment
40. Foundations of Game-Based Learning
41. In the Service of Science: Veteran-Led Research in the Investigation of a Theatre-Based Posttraumatic Stress Disorder Treatment
42. Emotional design in multimedia learning: Effects of shape and color on affect and learning
43. The impact of individual, competitive, and collaborative mathematics game play on learning, performance, and motivation
44. Linguistic Mediation of Children's Performance in a New Symbolic Understanding Task
45. Developmental Trends in Flexibility and Automaticity of Social Cognition
46. Reliability and validity of advanced theory-of-mind measures in middle childhood and adolescence
47. Emotional design in multimedia learning
48. Investigating the effectiveness of computer simulations for chemistry learning
49. Expertise reversal for iconic representations in science visualizations
50. Naming Facilitates Young Children's Understanding of Scale Models: Language and the Development of Symbolic Understanding
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