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Re-Mission 2 especially targets children, the game having been designed with the knowledge that today's western youth are immersed in digital media. [94] Mobile applications for anxiety, depression, relaxation, and other areas of mental health are readily available in the Android Play Store and the Apple App Store. [95]
Mental health in education is the impact that mental health (including emotional, psychological, and social well-being) has on educational performance.Mental health often viewed as an adult issue, but in fact, almost half of adolescents in the United States are affected by mental disorders, and about 20% of these are categorized as “severe.” [1] Mental health issues can pose a huge problem ...
The students were to engage in the math or reading activities as teams. Paying attention, engaging in the lessons or activity, was the "good behavior". If students engaged in actions that interfered with the lesson (e.g., getting out their seat, interrupting), that was a penalty point against the team—much like playing a sport.
The free academic help can have a big impact for many (especially at a time when the school systems are in a state of disarray), and the work can be tailored to both your area of expertise (i.e ...
A VTech educational video game. An educational video game is a video game that provides learning or training value to the player. Edutainment describes an intentional merger of video games and educational software into a single product (and could therefore also comprise more serious titles sometimes described under children's learning software).
About 8% of children and adolescents suffer from depression. [7] In 2016, 51% of students (teens) who visited a counseling center reported having anxiety, followed by depression (41%), relationship concerns (34%) and suicidal ideation (20.5%). [8] Many students reported experiencing multiple conditions at once.
For instance, one study demonstrated that engaging in casual video games effectively decreased psychological and physiological stress levels among students, with comparable benefits to stress-relieving meditation. When utilized with appropriate time management, video gaming can serve as a viable stress-relief strategy for college students. [74]
Scholars Chen and Lu researched the impact of academic after-school activities amongst secondary school students in Taiwan, and their 2009 study showed that after-school academic enrichment programs and private cram schools in Taiwan increase students’ educational achievement but have a negative effect on students’ psychological well-being ...