The present study examined the Play Attention neurofeedback computer program to determine its efficacy in the classroom. A program that would increase students\u27 ability to pay better attention in the classroom would vastly improve our entire educational system. The two areas that were used to determine the effectiveness of the program were improved task performance and the ability to follow directions the first time they are given. Daily progress reports of twenty different students were compared to each other over a six month period. There were ten students in the experimental group and ten students in the control group. There were no statistically significant differences between the group that used the Play Attention program and those ...
Aims: The purpose of the present study was to identify the effectiveness of computer games intervent...
Attention-Deficit Hyperactivity disorder (ADHD), a persistent pattern of inattention and or hyperact...
<p></p><p>Abstract: This study analyzes the effects of the use of digital games in the school contex...
The present study examined the Play Attention neurofeedback computer program to determine its effica...
Attention Deficit/Hyperactivity Disorder (ADHD) and its effects on student academic achievement have...
This study examined the effects of the Play, Learn, and Enjoy curriculum on on-task behavior among a...
The behavioral and neurobiological connections between play and the development of critical cognitiv...
Digital games can be used to improve cognitive skills in schools, since they have rules, goals, chal...
PURPOSE OF THE REVIEW The notion that play may facilitate learning has long been touted. Here, we re...
The ability of sustained attention is of high importance, but at the same time it is difficult to me...
This study examined three areas related to attention in primary school-aged children to answer the ...
This dissertation is divided into three separate, related, naturalistic, quasi-experimental research...
This report describes a series of experiments that track novice programmer's engagement during two a...
This study examines the use of eye tracking sensors as a means to identify children's behavior in at...
This study aimed to detect any relationship that may exist between classroom teacher candidates' cla...
Aims: The purpose of the present study was to identify the effectiveness of computer games intervent...
Attention-Deficit Hyperactivity disorder (ADHD), a persistent pattern of inattention and or hyperact...
<p></p><p>Abstract: This study analyzes the effects of the use of digital games in the school contex...
The present study examined the Play Attention neurofeedback computer program to determine its effica...
Attention Deficit/Hyperactivity Disorder (ADHD) and its effects on student academic achievement have...
This study examined the effects of the Play, Learn, and Enjoy curriculum on on-task behavior among a...
The behavioral and neurobiological connections between play and the development of critical cognitiv...
Digital games can be used to improve cognitive skills in schools, since they have rules, goals, chal...
PURPOSE OF THE REVIEW The notion that play may facilitate learning has long been touted. Here, we re...
The ability of sustained attention is of high importance, but at the same time it is difficult to me...
This study examined three areas related to attention in primary school-aged children to answer the ...
This dissertation is divided into three separate, related, naturalistic, quasi-experimental research...
This report describes a series of experiments that track novice programmer's engagement during two a...
This study examines the use of eye tracking sensors as a means to identify children's behavior in at...
This study aimed to detect any relationship that may exist between classroom teacher candidates' cla...
Aims: The purpose of the present study was to identify the effectiveness of computer games intervent...
Attention-Deficit Hyperactivity disorder (ADHD), a persistent pattern of inattention and or hyperact...
<p></p><p>Abstract: This study analyzes the effects of the use of digital games in the school contex...