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However, some games have been developed specifically for children with anxiety and Attention deficit hyperactivity disorder (ADHD), [74] [75] The same company behind the latter intends to create electronic treatments for children on the autism spectrum, and those living with Major depressive disorder, among other disorders. [76]
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).
Stimming, or self-stimulatory behavior, is a common way for autistic or ADHD individuals to cope with overwhelming sensory input. [ 3 ] [ 4 ] Fidget toys can facilitate this process, offering a safe and effective means of processing stimuli, helping individuals reduce stress and anxiety levels. [ 3 ]
Founded in 1971 by Eric Schopler, TEACCH provides training and services geared to helping autistic children and their families cope with the condition. [ 2 ] [ 17 ] Gary B. Mesibov , a professor and researcher on UNC's TEACCH program since about 1979, was director of the program from 1992 to 2010.
Educational games are games explicitly designed with educational purposes, or which have incidental or secondary educational value. All types of games may be used in an educational environment, however educational games are games that are designed to help people learn about certain subjects, expand concepts, reinforce development, understand a historical event or culture, or assist them in ...
This is a list of notable educational video games. There is some overlap between educational games and interactive CD-ROMs and other programs (based on player agency), and between educational games and related genres like simulations and interactive storybooks (based on how much gameplay is devoted to education). This list aims to list games ...
For example, the Chicago School Readiness Project trained teachers in classroom behavior management strategies in order to promote greater emotional support in the classroom. [1] Children in classrooms whose teachers’ received the intervention showed better self-regulation, fewer behavior problems, and better academic skills compared to ...
The Good Behavior Game was first used in 1967 in Baldwin City, Kansas by Muriel Saunders, who was then a new teacher in a fourth-grade classroom. Muriel Saunders, Harriet Barrish (a graduate student at the University of Kansas), and the professor and co-founder of applied-behavior analysis, the late Montrose Wolfe , co-created the Good Behavior ...
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