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executive function training games: Best Start Music Lessons Book 1 , 2018 Best Start Music Lessons Book 1 introduce foundational musical concepts and skills to the young beginner starting on recorder, fife or flute. As well as developing musical skills and competencies, these lessons aim to foster a love of music and music making. Best Start Music Lessons are a comprehensive system of learning in which the students are truly engaged, ensuring that musical concepts are thoroughly understood, developing a solid foundation of key skills, and providing the best musical start possible. Best Start Music Lessons are ideal for instrumental music teachers. Beautifully presented lessons provide teachers with clear and engaging lesson plans that make teaching easy and learning fun. Until now children have not typically been taught woodwind instruments until around age eight. Best Start Music Lessons allows children to start learning music and learning a woodwind instrument from age four. Originally developed for children aged 4 to 7 years, it is also a great resource for older students who may progress through the books faster, while still developing a strong musical foundation. Features include: *Engaging and interactive - many different activities including writing, drawing, colouring, movement, improvisation *Slow paced progression to accomodate the youngest beginners *Structured lessons provide a familiar routine *Suitable for individual or group tuition *Activities suitable for classroom use *Clear format - easy for teachers to teach and easy for parents to reinforce learning at home The skills developed in Best Start Music Lessons are readily transferable to other instruments, making the transition to new instruments and school band programs easy. Best Start Music Lessons emphasizes the development of strong aural and rhythmic skills. The methodologies of Kodaly, Orff and Dalcroze have provided inspiration for many of the activities. Inspiration has also been drawn from the works of author, educator and composer, Paul Harris. A list of further reading is provided on the Best Start Music website: www.beststartmusic.com. Best Start Music Lessons can be used in a variety of ways to suit individual students and teachers: *Older students - may spend one week on each lesson. *Younger students - may spend two weeks on each lesson. *Teachers can choose which activities to spend more time on each week according to the flow of lessons and individual student needs. *No need to complete all activities in one lesson before moving on to the next. *Lessons can be repeated on multiple instruments. *When repeating the lessons, musical skills and activities are familiar - this gives space to concentrate on tone and technique. Best Start Music Lessons aim to empower children by giving them the tools and skills to decode and analyze music easily. |
executive function training games: Promoting Executive Function in the Classroom Lynn Meltzer, 2010-03-23 Accessible and practical, this book helps teachers incorporate executive function processes - such as planning, organizing, prioritizing, and self-checking - into the classroom curriculum. Chapters provide effective strategies for optimizing what Ka 12 students learn by improving how they learn. Noted authority Lynn Meltzer and her research associates present a wealth of easy-to-implement assessment tools, teaching techniques and activities, and planning aids. Featuring numerous whole-class ideas and suggestions, the book also covers the nuts and bolts of differentiating instruction for students with learning or attention difficulties. Case examples illustrate individualized teaching strategies and classroom accommodations. Fifteen reproducibles are included; the large-size format facilitates photocopying and day-to-day reference. This book will be invaluable to classroom teachers and special educators in grades K-12, teacher educators, school psychologists, and neuropsychologists. |
executive function training games: Brainchild Shen-Li Lee, 2019-10-02 The 21st century is a challenging era and the competition is unyielding. As parents, we feel an urgency to prepare our children to face this world. We are constantly seeking the best schools, activities, and programs in the hope that they will give our children that extra leg-up in life. We believe that if we want our children to thrive in this world, we must prepare them with every resource available to us. In our eagerness to provide everything our children might need, we have lost sight of the basic fundamentals that they require to flourish. Like planning a house to weather the storm, we must ensure that our children’s foundations are strong. However, in our haste to cover every avenue that promises an advantage, we have unwittingly compromised that foundation. It’s time to review what is working and what isn’t. Supported by case studies and scientific research findings, Brainchild provides keen insights on how to nurture children to reach their full potential. |
executive function training games: Executive Functioning Workbook for Kids Sharon Grand, 2021-10-25 Help kids grow their executive functioning skills with activities for ages 6 to 9 Executive functioning is the name for the skills we use to pay attention, complete tasks, and remember important things. But that's a lot for a brain to do every day--especially for kids. The Executive Functioning Workbook for Kids helps them train their brain to improve their memory, flexible thinking, and self-control. Kids will explore 40 hands-on activities to help them conquer executive functioning skills at home, at school, and out in the world. Just for kids--This book is made especially for kids to work on independently so they can see their skills develop and feel accomplished. Insightful activities--Kids will discover exercises that inspire them to work hard and appreciate the strengths and talents they already have. Tools for parents--Grown-ups can get involved, too, with a section of tips and activities that explain how kids learn and how adults can help them succeed. Empower kids to tackle any challenge with the skills they'll learn in the Executive Functioning Workbook for Kids. |
executive function training games: The Executive Function Guidebook Roberta Strosnider, Valerie Saxton Sharpe, 2019-03-22 Teach some of the most important skills your students will ever need! Executive function skills—including self-regulation, focus, planning, and time-management—are essential to student success, but they must be taught and practiced. This unique guidebook provides a flexible seven-step model, incorporating UDL principles and the use of metacognition, for making executive-function training part of your classroom routine at any grade level. Features include: Descriptions of each skill and its impact on learning Examples of instructional steps to assist students as they set goals and work to achieve success. Strategies coded by competency and age/grade level Authentic snapshots and “think about” sections Templates for personalized goal-setting, data collection, and success plans Accompanying strategy cards |
executive function training games: Train Your Brain for Success Randy Kulman, 2012-04-01 Executive functions are a set of thinking, problem-solving, and self-control skills that tell the brain what to do, and this book demonstrates the ways kids use executive functions in school, at home, and in their other activities and shows how these skills can be improved through sustained effort. Beginning with a test to determine executive-functioning strengths and weaknesses, the book then explores in detail eight distinct sets of skills, including planning, organization, focus, time management, self-control, flexibility, memory, and self-awareness. In addition to giving an overview of each executive-functioning skill and how these skills are used in the real world, the book?intended as a self-directed learning guide for students themselves?also provides teens tools and tips for improving executive functions, including how to use video games, iPods, cell phones, and other electronic media to their advantage. A section for teachers and parents who may be dealing with a teenager with one or more executive dysfunctions is also included, as well as information for teens on how to recognize when they need help and where to go for help when a problem arises. |
executive function training games: Learning by Playing Fran Blumberg, 2014 There is a growing recognition in the learning sciences that video games can no longer be seen as impediments to education, but rather, they can be developed to enhance learning. Educational and developmental psychologists, education researchers, media psychologists, and cognitive psychologists are now joining game designers and developers in seeking out new ways to use video game play in the classroom. In Learning by Playing, a diverse group of contributors provide perspectives on the most current thinking concerning the ramifications of leisure video game play for academic classroom learning. The first section of the text provides foundational understanding of the cognitive skills and content knowledge that children and adolescents acquire and refine during video game play. The second section explores game features that captivate and promote skills development among game players. The subsequent sections discuss children and adolescents' learning in the context of different types of games and the factors that contribute to transfer of learning from video game play to the classroom. These chapters then form the basis for the concluding section of the text: a specification of the most appropriate research agenda to investigate the academic potential of video game play, particularly using those games that child and adolescent players find most compelling. Contributors include researchers in education, learning sciences, and cognitive and developmental psychology, as well as instructional design researchers. |
executive function training games: Executive Function & Child Development Marcie Yeager, Daniel Yeager, 2012-09-25 A brain-based approach to helping kids stay focused and achieve. Poor executive function (EF) in the brain can mean behavioral and attentional problems in school. This book explains to professionals and parents how EF develops in kids, what EF difficulties look like, and what creative and effective interventions can meet their needs. Executive functions involve mental processes such as: Working memory–holding several pieces of information in mind while we try to do something with them–for example, understand and solve a problem or carry out a task. Response inhibition–inhibiting actions that interfere with our intentions or goals. Shifting focus–interrupting an ongoing response in order to direct attention to other aspects of a situation that are important for goal attainment. Cognitive flexibility–generating alternative methods of solving a problem or reaching a goal. Self-monitoring–checking on one's own cognitions and actions to assure that they are in line with one's intentions. Goal Orientation–creating and carrying out a multi-step plan for achieving a goal in a timely fashion, keeping the big picture in mind. |
executive function training games: Executive Function Skills in the Classroom Laurie Faith, Carol-Anne Bush, Peg Dawson, 2022-01-11 With insight and humor, this motivating guide shows how to bring executive functions (EF) to the forefront in K–8 classrooms--without adopting a new curriculum or scripted program. Ideal for professional development, the book includes flexible, practical, research-based ideas for implementation in a variety of classroom contexts. It shares stories from dozens of expert teachers who are integrating explicit EF support across the school day. Provided is a clear approach for talking about EF barriers and strategies as part of instruction, and working as a class to problem-solve, explore, and apply the strategies that feel right for each student. Several reproducible tools can be downloaded and printed in a convenient 8 1/2 x 11 size. This book is in The Guilford Practical Intervention in the Schools Series, edited by Sandra M. Chafouleas. |
executive function training games: Handbook of Game-Based Learning Jan L. Plass, Richard E. Mayer, Bruce D. Homer, 2020-02-04 A comprehensive introduction to the latest research and theory on learning and instruction with computer games. This book offers a comprehensive introduction to the latest research on learning and instruction with computer games. Unlike other books on the topic, which emphasize game development or best practices, Handbook of Game-Based Learning is based on empirical findings and grounded in psychological and learning sciences theory. The contributors, all leading researchers in the field, offer a range of perspectives, including cognitive, motivational, affective, and sociocultural. They explore research on whether (and how) computer games can help students learn educational content and academic skills; which game features (including feedback, incentives, adaptivity, narrative theme, and game mechanics) can improve the instructional effectiveness of these games; and applications, including games for learning in STEM disciplines, for training cognitive skills, for workforce learning, and for assessment. The Handbook offers an indispensable reference both for readers with practical interests in designing or selecting effective game-based learning environments and for scholars who conduct or evaluate research in the field. It can also be used in courses related to play, cognition, motivation, affect, instruction, and technology. Contributors Roger Azevedo, Ryan S. Baker, Daphne Bavelier, Amanda E. Bradbury, Ruth C. Clark, Michele D. Dickey, Hamadi Henderson, Bruce D. Homer, Fengfeng Ke, Younsu Kim, Charles E. Kinzer, Eric Klopfer, James C. Lester, Kristina Loderer, Richard E. Mayer, Bradford W. Mott, Nicholas V. Mudrick, Brian Nelson, Frank Nguyen, V. Elizabeth Owen, Shashank Pawar, Reinhard Pekrun, Jan L. Plass, Charles Raffale, Jonathon Reinhardt, C. Scott Rigby, Jonathan P. Rowe, Richard M. Ryan, Ruth N. Schwartz, Quinnipiac Valerie J. Shute, Randall D. Spain, Constance Steinkuehler, Frankie Tam, Michelle Taub, Meredith Thompson, Steven L. Thorne, A. M. Tsaasan |
executive function training games: Raising an Organized Child Damon Korb, 2019 Guidance that can boost your child's organization and lower your frustration. It includes specific activities for your child's age and developmental level to improve executive function. |
executive function training games: Computer Games for Learning Richard E. Mayer, 2014-07-11 A comprehensive and up-to-date investigation of what research shows about the educational value of computer games for learning. Many strong claims are made for the educational value of computer games, but there is a need for systematic examination of the research evidence that might support such claims. This book fills that need by providing, a comprehensive and up-to-date investigation of what research shows about learning with computer games. Computer Games for Learning describes three genres of game research: the value-added approach, which compares the learning outcomes of students who learn with a base version of a game to those of students who learn with the base version plus an additional feature; the cognitive consequences approach, which compares learning outcomes of students who play an off-the-shelf computer game for extended periods to those of students who do not; and the media comparative approach, which compares the learning outcomes of students who learn material by playing a game to those of students who learn the same material using conventional media. After introductory chapters that describe the rationale and goals of learning game research as well as the relevance of cognitive science to learning with games, the book offers examples of research in all three genres conducted by the author and his colleagues at the University of California, Santa Barbara; meta-analyses of published research; and suggestions for future research in the field. The book is essential reading for researchers and students of educational games, instructional designers, learning-game developers, and anyone who wants to know what the research has to say about the educational effectiveness of computer games. |
executive function training games: Assessment and Intervention for Executive Function Difficulties George McCloskey, Lisa A. Perkins, Bob Van Diviner, 2008-12-05 In Assessment and Intervention for Executive Function Difficulties, McCloskey, Perkins, and Diviner provide a unique blend of theory, research, and practice that offers clinicians an overarching framework for the concept of executive functions (EFs) in educational settings. The conceptual model of executive functions is detailed, including their role in behavior, learning, and production across all settings. The heart of the book focus on the practical issues involved in the use of assessment tools, tests, report writing, and the implementation and follow-up of targeted interventions using the EF model. Six case studies are introduced in Chapter 1 and followed throughout the book, building understanding of the executive function difficulties of each child, assessment for identifying the difficulties, and interventions for dealing with the difficulties. An additional case study is discussed in detail in one of the concluding chapters, and a companion CD will provide the practitioner with a wealth of assessment forms, parent and teacher handouts, behavior tracking charts, and report/documentation forms. |
executive function training games: Executive Functions Russell A. Barkley, 2012-05-09 This groundbreaking book offers a comprehensive theory of executive functioning (EF) with important clinical implications. Synthesizing cutting-edge neuropsychological and evolutionary research, Russell A. Barkley presents a model of EF that is rooted in meaningful activities of daily life. He describes how abilities such as emotion regulation, self-motivation, planning, and working memory enable people to pursue both personal and collective goals that are critical to survival. Key stages of EF development are identified and the far-reaching individual and social costs of EF deficits detailed. Barkley explains specific ways that his model may support much-needed advances in assessment and treatment. See also Barkley's empirically based, ecologically valid assessment tools: Barkley Deficits in Executive Functioning Scale (BDEFS for Adults) and Barkley Deficits in Executive Functioning Scale--Children and Adolescents (BDEFS-CA). |
executive function training games: Mind in the Making Ellen Galinsky, 2010-04-02 “Ellen Galinsky—already the go-to person on interaction between families and the workplace—draws on fresh research to explain what we ought to be teaching our children. This is must-reading for everyone who cares about America’s fate in the 21st century.” — Judy Woodruff, Senior Correspondent for The PBS NewsHour Families and Work Institute President Ellen Galinsky (Ask the Children, The Six Stages of Parenthood) presents a book of groundbreaking advice based on the latest research on child development. |
executive function training games: Wacky Wednesday Dr. Seuss, 1974-09-12 Find each and every wacky mistake in this silly book of errors with Dr. Seuss! From a shoe stuck on the ceiling to tigers at school to flying cars, this is no normal Wednesday! Kids will love counting up the crazy things they see on every page in this search-and-find activity book featuring the madcap magic of Dr. Seuss's rhyme, and hilarious illustrations from George Booth! Originally created by Dr. Seuss himself, Beginner Books are unique early readers that encourage children to read on their own, using simple words and illustrations that give clues to their meaning. Smaller than the classic large format Seuss picture books like The Lorax and Oh, The Places You’ll Go!, these portable packages are perfect for early and practicing readers ages 3-7, and lucky parents too! |
executive function training games: Cognitive Training Tilo Strobach, Julia Karbach, 2016-11-16 This book brings together a cutting edge international team of contributors to critically review the current knowledge regarding the effectiveness of training interventions designed to improve cognitive functions in different target populations. There is substantial evidence that cognitive and physical training can improve cognitive performance, but these benefits seem to vary as a function of the type and the intensity of interventions and the way training-induced gains are measured and analyzed. This book further fulfills the need for clarification of the mechanisms underlying cognitive and neural changes occurring after training. This book offers a comprehensive overview of empirical findings and methodological approaches of cognitive training research in different cognitive domains (memory, executive functions, etc.), types of training (working memory training, video game training, physical training, etc.), age groups (from children to young and older adults), target populations (children with developmental disorders, aging workers, MCI patients etc.), settings (laboratory-based studies, applied studies in clinical and educational settings), and methodological approaches (behavioral studies, neuroscientific studies). Chapters feature theoretical models that describe the mechanisms underlying training-induced cognitive and neural changes. Cognitive Training: An Overview of Features and Applications will be of interest to researchers, practitioners, students, and professors in the fields of psychology and neuroscience. |
executive function training games: Grown and Flown Lisa Heffernan, Mary Dell Harrington, 2019-09-03 PARENTING NEVER ENDS. From the founders of the #1 site for parents of teens and young adults comes an essential guide for building strong relationships with your teens and preparing them to successfully launch into adulthood The high school and college years: an extended roller coaster of academics, friends, first loves, first break-ups, driver’s ed, jobs, and everything in between. Kids are constantly changing and how we parent them must change, too. But how do we stay close as a family as our lives move apart? Enter the co-founders of Grown and Flown, Lisa Heffernan and Mary Dell Harrington. In the midst of guiding their own kids through this transition, they launched what has become the largest website and online community for parents of fifteen to twenty-five year olds. Now they’ve compiled new takeaways and fresh insights from all that they’ve learned into this handy, must-have guide. Grown and Flown is a one-stop resource for parenting teenagers, leading up to—and through—high school and those first years of independence. It covers everything from the monumental (how to let your kids go) to the mundane (how to shop for a dorm room). Organized by topic—such as academics, anxiety and mental health, college life—it features a combination of stories, advice from professionals, and practical sidebars. Consider this your parenting lifeline: an easy-to-use manual that offers support and perspective. Grown and Flown is required reading for anyone looking to raise an adult with whom you have an enduring, profound connection. |
executive function training games: Unschooling To University Judy L. Arnall, 2018-09-21 School is one option for education; homeschooling is the second, and unschooling is the third. Many parents are frustrated by the school system, perhaps because of bullying, crowded classrooms, and outdated, dull, online courses. Disengaged learners that have no say in their coerced curriculum tend to act out, tune out, or drop out. Education must change and unschooling is the fastest-growing alternative method of learning. Two decades ago, students registered with their local school based on their house address. Now, with the internet, students are borderless. Learning can occur anywhere, anytime, anyway and from anyone-including self-taught. Self-directing their education, unschoolers learn through: - Play - Projects - Reading - Volunteering - Video games - Sports - Mentorship - Travel - Life This book explores the path of 30 unschooled children who self-directed all or part of their education and were accepted by universities, colleges, and other postsecondary schools. Most have already graduated. What children need most are close relationships-parents, teachers, siblings, relatives, coaches, and mentors within a wider community, not just within an institutional school. Educational content is everywhere. Caring relationships are not. Families that embrace unschooling, do not have to choose between a quality education and a relaxed, connected family lifestyle. They can have both. |
executive function training games: Executive Function in the Classroom Christopher Kaufman, 2010 A practical guide for K-12 teachers to enhancing executive function skills for all students, with and without learning disabilities. |
executive function training games: Organizational Skills Training for Children with ADHD Richard Gallagher, Howard B. Abikoff, Elana G. Spira, 2014-03-19 This indispensable manual presents an easy-to-implement intervention with proven effectiveness for children with ADHD in grades 3 to 5. Organizational skills training helps kids develop essential skill sets for organizing school materials, tracking assignments, and completing homework and other tasks successfully. Clinicians are provided with detailed session-by-session instructions and all of the tools needed to implement the program in collaboration with parents and teachers. In a large-size format for easy photocopying, the book includes nearly 100 reproducible handouts and forms. Purchasers also get access to a Web page where they can download and print the reproducible materials. See also the related parent guide from Gallagher et al., The Organized Child: An Effective Program to Maximize Your Kid's Potential/m-/in School and in Life. |
executive function training games: Smart but Scattered Peg Dawson, Richard Guare, 2011-11-30 This book has been replaced by Smart but Scattered, Second Edition, ISBN 978-1-4625-5459-1. |
executive function training games: Building a Second Brain Tiago Forte, 2022-06-14 Building a second brain is getting things done for the digital age. It's a ... productivity method for consuming, synthesizing, and remembering the vast amount of information we take in, allowing us to become more effective and creative and harness the unprecedented amount of technology we have at our disposal-- |
executive function training games: Attention-deficit Hyperactivity Disorder Russell A. Barkley, Kevin R. Murphy, 1998 This 8.5 x 11 comb-bound workbook provides a master set of the assessment and treatment forms, questionnaires, and handouts recommended by Barkley in Attention-Deficit Hyperactivity Disorder:A Handbook for Diagnosis and Treatment, Second Edition. Formatted for easy photocopying, many of these materials are available from no other source. All child and adult interview forms and rating scales have been completely revised for DSM-IV and new norms for many of the scales have been provided. Also included are a fact sheet for parents and teachers of children with ADHD, as well as ADHD-diagnosed adults; daily school report cards for monitoring academic progress; and more. |
executive function training games: The Oxford Handbook of the Development of Imagination Marjorie Taylor, 2013-04-02 Children are widely celebrated for their imaginations, but developmental research on this topic has often been fragmented or narrowly focused on fantasy. However, there is growing appreciation for the role that imagination plays in cognitive and emotional development, as well as its link with children's understanding of the real world. With their imaginations, children mentally transcend time, place, and/or circumstance to think about what might have been, plan and anticipate the future, create fictional relationships and worlds, and consider alternatives to the actual experiences of their lives. The Oxford Handbook of the Development of Imagination provides a comprehensive overview of this broad new perspective by bringing together leading researchers whose findings are moving the study of imagination from the margins of mainstream psychology to a central role in current efforts to understand human thought. The topics covered include fantasy-reality distinctions, pretend play, magical thinking, narrative, anthropomorphism, counterfactual reasoning, mental time travel, creativity, paracosms, imaginary companions, imagination in non-human animals, the evolution of imagination, autism, dissociation, and the capacity to derive real life resilience from imaginative experiences. Many of the chapters include discussions of the educational, clinical, and legal implications of the research findings and special attention is given to suggestions for future research. |
executive function training games: Attention Deficit Hyperactivity Disorder in Children and Adolescents Somnath Banerjee, 2013-06-27 ADHD in children and adolescents is a neurodevelopmental disorder, which is recognized by the clinicians all over the world. ADHD is a clinical diagnosis based on reliable history, reports from home and school and a physical examination to rule out any other underlying medical conditions. ADHD can cause low self-esteem in the child and impair quality of life for the child and the family. It is known that ADHD is a chronic illness and that clinicians needed to use chronic illness principles in treating it. The last 10 years have seen an increase in the number of medications that have been approved for the treatment of ADHD. This book has tried to address some of the issues in ADHD. |
executive function training games: Hide-a-Saurus Twinkl Originals, 2020-01-31 Ten dinosaur friends are playing hide-and-seek. Can you help to find them all? Download the full eBook and explore supporting teaching materials at www.twinkl.com/originals Join Twinkl Book Club to receive printed story books every half-term at www.twinkl.co.uk/book-club (UK only). |
executive function training games: Computer Games and Instruction J. D. Fletcher, Sigmund Tobias, 2011-05-01 There is intense interest in computer games. A total of 65 percent of all American households play computer games, and sales of such games increased 22.9 percent last year. The average amount of game playing time was found to be 13.2 hours per week. The popularity and market success of games is evident from both the increased earnings from games, over $7 Billion in 2005, and from the fact that over 200 academic institutions worldwide now offer game related programs of study. In view of the intense interest in computer games educators and trainers, in business, industry, the government, and the military would like to use computer games to improve the delivery of instruction. Computer Games and Instruction is intended for these educators and trainers. It reviews the research evidence supporting use of computer games, for instruction, and also reviews the history of games in general, in education, and by the military. In addition chapters examine gender differences in game use, and the implications of games for use by lower socio-economic students, for students’ reading, and for contemporary theories of instruction. Finally, well known scholars of games will respond to the evidence reviewed. |
executive function training games: The Fourth Industrial Revolution Klaus Schwab, 2017-01-03 World-renowned economist Klaus Schwab, Founder and Executive Chairman of the World Economic Forum, explains that we have an opportunity to shape the fourth industrial revolution, which will fundamentally alter how we live and work. Schwab argues that this revolution is different in scale, scope and complexity from any that have come before. Characterized by a range of new technologies that are fusing the physical, digital and biological worlds, the developments are affecting all disciplines, economies, industries and governments, and even challenging ideas about what it means to be human. Artificial intelligence is already all around us, from supercomputers, drones and virtual assistants to 3D printing, DNA sequencing, smart thermostats, wearable sensors and microchips smaller than a grain of sand. But this is just the beginning: nanomaterials 200 times stronger than steel and a million times thinner than a strand of hair and the first transplant of a 3D printed liver are already in development. Imagine “smart factories” in which global systems of manufacturing are coordinated virtually, or implantable mobile phones made of biosynthetic materials. The fourth industrial revolution, says Schwab, is more significant, and its ramifications more profound, than in any prior period of human history. He outlines the key technologies driving this revolution and discusses the major impacts expected on government, business, civil society and individuals. Schwab also offers bold ideas on how to harness these changes and shape a better future—one in which technology empowers people rather than replaces them; progress serves society rather than disrupts it; and in which innovators respect moral and ethical boundaries rather than cross them. We all have the opportunity to contribute to developing new frameworks that advance progress. |
executive function training games: Executive Skills and Reading Comprehension Kelly B. Cartwright, 2023-03-31 How do K-12 students become self-regulated learners who actively deploy comprehension strategies to make meaning from texts? This cutting-edge guide is the first book to highlight the importance of executive skills for improving reading comprehension. Chapters review the research base for particular executive functions/m-/such as planning, organization, cognitive flexibility, and impulse control/m-/and present practical skills-building strategies for the classroom. Detailed examples show what each skill looks like in real readers, and sidebars draw explicit connections to the Common Core State Standards (CCSS)-- |
executive function training games: Executive Skills in Children and Adolescents Peg Dawson, Richard Guare, 2018-06-13 More than 100,000 school practitioners and teachers (K–12) have benefited from the step-by-step guidelines and practical tools in this influential go-to resource, now revised and expanded with six new chapters. The third edition presents effective ways to assess students' strengths and weaknesses, create supportive instructional environments, and promote specific skills, such as organization, time management, sustained attention, and emotional control. Strategies for individualized and classwide intervention are illustrated with vivid examples and sample scripts. In a large-size format for easy photocopying, the book includes 38 reproducible forms and handouts. Purchasers get access to a webpage where they can download and print the reproducible materials. New to This Edition *Chapter with guidance and caveats for developing individual education programs (IEPs), 504 Plans, and multi-tiered systems of support (MTSS). *Chapters on working with students with attention-deficit/hyperactivity disorder (ADHD) and autism spectrum disorder. *Three guest-authored chapters describing exemplary schoolwide applications. *More student centered--provides a template for involving children in intervention decision making. *Fully updated with the latest developments in the field. This book is in The Guilford Practical Intervention in the Schools Series, edited by Sandra M. Chafouleas. |
executive function training games: 70 Play Activities for Better Thinking, Self-Regulation, Learning & Behavior Lynne Kenney, Rebecca Comizio, 2016-09-12 Packed with worksheets, handouts, and guided scripts with step-by-step directions, this definitive resource will put you to the top of your play game. With over 70 activities designed to improve thinking, self-regulation, learning and behavior, your tool kit will be full and your creative brain will be inspired to craft your own meaningful exercises. Based on years of clinical experience and educational work, Harvard-trained psychologist, Lynne Kenney, PsyD, and school psychologist, Rebecca Comizio MA, MA-Ed, NCSP have created fun, imaginative, and brain-based exercises for children and adolescents to develop attention, planning, executive function and mood management skills.-- |
executive function training games: Learning and Education Games: Volume Two: Bringing Games into Educational Contexts Karen Schrier Shaenfeld, 2016 The Learning, Education & Games book series is perfect for any educator or developer seeking an introduction to research-driven best practices for using and designing games for learning.This volume, Bringing Games into Educational Contexts, delves into thechallenges of creating games and implementing them in educational settings. This book covers relevant issues such as gamification, curriculum development, using games to support ASD (autism spectrum disorder) students, choosing games for the classroom and library, homeschooling and gameschooling, working with parents and policymakers, and choosing tools for educational game development. Learning, Education & Games: Bringing Games into Educational Contexts is the second in a serieswritten and edited bymembers of the Learning, Education, and Games (LEG) special interestgroup of the IGDA (International Game Developers Association). |
executive function training games: Tools of the Mind Elena Bodrova, Deborah Leong, 2024-04-24 Now in its third edition, this classic text remains the seminal resource for in-depth information about major concepts and principles of the cultural-historical theory developed by Lev Vygotsky, his students, and colleagues, as well as three generations of neo-Vygotskian scholars in Russia and the West. Featuring two new chapters on brain development and scaffolding in the zone of proximal development, as well as additional content on technology, dual language learners, and students with disabilities, this new edition provides the latest research evidence supporting the basics of the cultural-historical approach alongside Vygotskian-based practical implications. With concrete explanations and strategies on how to scaffold young children’s learning and development, this book is essential reading for students of early childhood theory and development. |
executive function training games: Your Kid's Gonna Be Okay Michael Delman, 2018-06-15 Your Kid's Gonna Be Okay helps parents understand the critical skills needed for effective self-management and provides specific strategies and tools to help kids become motivated, accountable, and independent. Parents will learn how kids can change their habits as they pave their own path toward competence today and confidence in their future. |
executive function training games: Instructional Techniques to Facilitate Learning and Motivation of Serious Games Pieter Wouters, Herre van Oostendorp, 2016-10-31 The book introduces techniques to improve the effectiveness of serious games in relation to cognition and motivation. These techniques include ways to improve motivation, collaboration, reflection, and the integration of gameplay into various contexts. The contributing authors expand upon this broad range of techniques, show recent empirical research on each of these techniques that discuss their promise and effectiveness, then present general implications or guidelines that the techniques bring forth. They then suggest how serious games can be improved by implementing the respective technique into a particular game. |
executive function training games: Self-Regulation Skills in Young Children Sue Asquith, 2020-04-21 This essential handbook for all early years practitioners provides a wider awareness of self-regulation in babies and young children. It emphasises the importance of giving children positive attachments and empathy, and provides fun ideas of how to promote coping strategies for them. The book explains what self-regulation is and why it is important, as well as making child and brain development easy to understand. It shows what self-regulation looks like in practice and how early years practitioners can support children to develop it with 30+ activities. The first part of the book offers accessible explanations and theory, and the second half provides reflective points, activities and case studies to support some of the information provided in part one. The strategies, activities and tips can be easily applied in childcare settings and shared with parents. |
executive function training games: Mind At Play Geoffrey R. Loftus, Elizabeth F. Loftus, 1983-12-13 Analyzes the fascination of computer games, discussing reinforcement, the arcade subculture, etc. |
executive function training games: HCI in Games: Experience Design and Game Mechanics Xiaowen Fang, 2021-07-03 This two-volume set LNCS 12789 and 12790 constitutes the refereed proceedings of the Third International Conference on HCI in Games, HCI-Games 2021, held as part of the 23rd International Conference, HCI International 2021, which took place in July 2021. Due to COVID-19 pandemic the conference was held virtually. The total of 1276 papers and 241 posters included in the 39 HCII 2021 proceedings volumes was carefully reviewed and selected from 5222 submissions. The papers of HCI-Games 2021, Part I, are organized in topical sections named: Experience Design in Games; User Engagement and Game Impact; Game Mechanics. |
executive function training games: Cognitive and Brain Plasticity Induced by Physical Exercise, Cognitive Training, Video Games and Combined Interventions Soledad Ballesteros, Claudia Voelcker-Rehage, Louis Bherer, 2018-07-05 The premise of neuroplasticity on enhancing cognitive functioning among healthy as well as cognitively impaired individuals across the lifespan, and the potential of harnessing these processes to prevent cognitive decline attract substantial scientific and public interest. Indeed, the systematic evidence base for cognitive training, video games, physical exercise and other forms of brain stimulation such as entrain brain activity is growing rapidly. This Research Topic (RT) focused on recent research conducted in the field of cognitive and brain plasticity induced by physical activity, different types of cognitive training, including computerized interventions, learning therapy, video games, and combined intervention approaches as well as other forms of brain stimulation that target brain activity, including electroencephalography and neurofeedback. It contains 49 contributions to the topic, including Original Research articles (37), Clinical Trials (2), Reviews (5), Mini Reviews (2), Hypothesis and Theory (1), and Corrections (2). |
EXECUTIVE Definition & Meaning - Merriam-Webster
The meaning of EXECUTIVE is of or relating to the execution of the laws and the conduct of public and national affairs. How to use executive in a sentence.
EXECUTIVE | English meaning - Cambridge Dictionary
EXECUTIVE definition: 1. someone in a high position, especially in business, who makes decisions and puts them into…. Learn more.
Executive (government) - Wikipedia
The executive branch is the part of government which executes or enforces the law. The scope of executive power varies greatly depending on the political context in which it emerges, and it …
EXECUTIVE Definition & Meaning | Dictionary.com
Executive definition: a person or group of persons having administrative or supervisory authority in an organization.. See examples of EXECUTIVE used in a sentence.
Executive - definition of executive by The Free Dictionary
Having, characterized by, or relating to administrative or managerial authority: the executive director of a drama troupe; executive experience and skills.
EXECUTIVE definition and meaning | Collins English Dictionary
The executive is the part of the government of a country that is concerned with carrying out decisions or orders, as opposed to the part that makes laws or the part that deals with criminals.
What is an executive? Roles and Responsibilities Explained
Oct 21, 2024 · An executive is a person who holds a high-level position within an organization and is responsible for making key decisions, managing operations, and guiding the company's …
What and Who is an Executive? - Executive Career Brand™
Sep 26, 2023 · “What and who is an executive?” may seem like an odd topic for me to write about. I mean, I know what an executive is. I’ve been working with executive job seekers for more …
Explainer: Executive orders as a governing tool
Jun 4, 2025 · Recently, executive order directives have eclipsed actual legislation. President Trump has signed 147 executive orders, setting a record for the most signed in any president’s …
Executive Definition & Meaning | Britannica Dictionary
EXECUTIVE meaning: 1 : a person who manages or directs other people in a company or organization; 2 : the executive branch of a government
The Effects of Simultaneous Aerobic Exercise and Video Game …
in comparison to single training alone (aerobic cycling or video game training) and a passive con-trol condition. Instead of employing process-based cognitive training, video game training was …
Activities to Teach Children Impulse Control - Arlington …
Memory Games Scholastic.com reports that memory games help children with impulse control by ... impulse control, but without that time, children don't develop their executive function skills. …
No Touch Pig! - UW Faculty Web Server
Investigating Child-Parent Use of a System for Training Executive Function ... Figure 1: Three mini-games in PBS Kids and Sesame Workshop’s Cookie Monster’s Challenge that require …
Effectiveness of Serious Games for Improving Executive …
Our subgroup analysis showed that both types of serious games (cognitive training games, P=.08; exergames, P =.16) are as effective as conventional exercises at improving executive …
Research Paper Transcranial Direct Current Stimulation as an …
Executive functions can be trained using video games as well as noninvasive brain stimulation. tDCS has the potential to produce long-lasting and significant changes in neuroplasticity.
In-home Cognitive Stimulation Guidebook - The University …
function. o Example: “point to the object you can write with.” • Ask the person to point to 2 or 3 objects that you named in order that you name them. o Example: “point to the pencil first and …
Modules for Executive Functioning - Positive Kids
Executive functions are a set of processes that have to do with self-management and e xerting mental control and self-regulation. The skills of executive function are often needed to study …
Intervention for executive functions after traumatic brain …
executive functions (including problem solving) were identified: one random-ised control trial (RCT); two group studies; and 11 case reports or single-subject design studies. In 2005, …
Interventions Shown to Aid Executive Function
executive functions: computerized training, noncomputerized games, aerobics, martial arts, yoga, mindfulness, and school curricula. All successful programs involve repeated practice and
Acceptability Assessment of an Executive Function Training …
Cognitive games refer to videogames that incorporate game design features into cognitive tasks with the goal of assessing or training cognitive function.9 Exergames refer to the combination …
The Comparison of the Effectiveness of Executive Functions …
The first group received a computer-based executive function intervention, while the second group received a sensory-motor ∗ Corresponding Author: mv4516@yahoo.com How to Cite: Vismeh, …
Supporting Executive Function in Schools: A Look at Three
cognitive processes, known as executive function (EF), that are essential to learning. A variety of EF programs, including computerized games, comprehensive curricula, and mindfulness …
THE EFFECTS OF CARD PLAYING ON COGNITION - Purdue …
As individuals age cognitive function declines, including processing speed, executive function, working memory, and attention (Leung et al., 2015). Even though cognitive function declines …
Executive Functioning-IEP Goals and Accommodations
Problem Solving goals for an IEP-Executive Function: 1. Given training in and visual reminders of, self-regulatory scripts student will manage unexpected events and violations of routine without …
Emotional design as design factor in game-based training of …
Homer et al. (2019) compared two versions of „All you can E.T.“, a game designed to train shifting as EF component. In the positive emotional design group (PED), the game characters featured ...
Maintained and Delayed Benefits of Executive Function …
Jul 1, 2022 · executive function training and physical exercise over a period of 3.5 years on average. Thirty-four participants from the original training study (17 from the executive function …
A meta-analysis of the experimental evidence on the near
ing a specific executive function has an ameliorating effect on other main executive function components. This is of crucial importance because in the long run the main aim of training …
Integrating Executive Functioning Principles, and Soft Skills ...
Why Executive Function Skills Matter Executive Function skills are critical for: • Job success – poor executive functions lead to poor productivity and difficulty finding and keeping a job …
Comparing and Selecting an Executive Function Assessment
Executive Function (EF) is the set of foundational skills that help prepare children for success in school, college, and ... Administering the MEFS requires a simple training and certification …
Executive Functioning PowerPoint - University of Rochester …
Executive Function Skills Social Skills-Social Communication 6 What is Executive Function? • collection of brain processes that guide thought and behavior A located primarily in the …
REVIEW Interventions Shown to Aid Executive Function …
Interventions Shown to Aid Executive Function Development in Children 4 to 12 Years Old Adele Diamond1* and Kathleen Lee1 To be successful takes creativity, flexibility, self-control, and …
Executive function training in very preterm children: a
Executive function training in very preterm children: a randomized controlled trial Carolien A. van Houdt1,2 · Aleid G. van Wassenaer‑Leemhuis1 · Jaap Oosterlaan3,4 · Marsh Königs2 · …
Strengthening Executive Function in Children - Search Institute
Understanding executive function can help parents, teachers, and other professionals see these capacities in their children. Although executive function may sound like a highly technical term, …
Executive Function Skills: What They Are and Why They Are …
1 . Executive Function Skills: What They Are and Why They Are Relevant for Workforce and Related Human Service Programs Introduction . At the start of the millennium, the National …
Practical Strategies to Improve Executive Functioning (EF)
Dr. Mary Murphy, PhD 32 Church Hill Rd, Suite 208 Newtown, CT 06470 drmarymurphyphd@gmail.com 203-300-2316
Second Step Social-Emotional Learning for Early Learning
The program includes 12 Brain Builder games with identified levels of difficulty for each game. These are designed to be used at any time of day and especially during transitions. These …
Deductive Reasoning Exercises for Attention and …
or compensatory strategies for attention and executive functions. By using exercises based on real- life situations, clinicians can also address insight into deficits. A variety of levels are …
Improving Executive Function of Children with Autism …
1–2 support classification [29]) diagnosis from physicians or psychologists based onthe Diagnostic and Statistical Manual ofMentalDisorders,5thedition[2]andtheAutismDiagnostic
Effectiveness of an Executive Function Training in Italian …
of specific stimuli, such as EF training, provided to children in familiar contexts. Preschool Executive Function Training In recent years, EF training has received considerable attention …
Enhancing and Practicing Executive Function Skills with …
Executive Function Activities for 18- to 36-month-olds During this stage of development, children are rapidly expanding their language skills. Language plays an important role in the …
Supporting Young Children’s Executive Function Skills …
Executive Function as a Foundation for School Success Early childhood, widely accepted as the period of growth and development between birth and age eight, is a time of dynamic …
A Systematic Review of Serious Games Relating to Cognitive …
erature, we help to select games elements to classify serious games designed for cognitive training and diag-nosis for seniors. 4. Game Mechanisms to Promote Therapeutic En …
Cognitive training with casual video games: points to …
measures of executive function, game experience, perceived improvement, knowledge of brain training research, and game play outside the laboratory. Participants improved on the training …
GOAL, PLAN, DO, REVIEW & REVISE (GPDR/R) GUIDE
Feb 27, 2020 · Executive function skills are essential for success throughout our lives – they are foundational skills that help us focus, make decisions, set goals, control impulses, make and …
The Neurodevelopment of Executive Function Skills: …
Nov 18, 2019 · The Neurodevelopment of Executive Function Skills: Implications for Academic Achievement Gaps Philip David Zelazo and Stephanie M. Carlson University of Minnesota …
Multiple object tracking training affects the executive …
showed that cognitive training did not improve executive function in athletes [28]. Consequently, further research is warranted to establish the precise impact of MOT training on executive …
Making the Case for Teaching Executive Function in …
1. Discuss Executive Function and why is it important now, especially during the current learning crisis 2. Review evidence-based research linking Executive Function training with improved …
Executive Function Activities for 7- to 12-year-olds
These games provide challenges and practice for executive function and self-regulation skills among school-age children. For children in this age range, it is important to steadily increase …
Increasing Readiness to Learn: Benefits of Executive Function …
Executive Function, Cognitive Training, School Readiness 1. Introduction Executive function (EF) refers to cognitive abilities associated with frontal lobe maturation including sustained and …
Enhancing Selective Attention in Children with Learning …
the adaptability and potential of executive function training to meet the needs of children with different cognitive challenges (Moreno et al., 2018).
Virtual Reality–Based Executive Function Rehabilitation …
training in a life-like but safe environment. However, existing VR applications for pediatric TBIs have primarily focused on ... (JMIR Serious Games 2020;8(3):e16947) doi: 10.2196/16947 ...
Effects of Exergaming on Executive Function and Motor …
Executive Function EF allows people to initiate and organize tasks and to persevere in the face of challenges (“Executive Function,” 2012). It is necessary to recognize the sig-nificance of …
Managing Problems - Between Sessions
Execu ve func oning is a set of cogni ve skills that are essen al for engaging in goal-directed behavior, planning, solving problems, priori zing, decision-making, sustaining aten on, and
Mindfulness Plus Reflection Training: Effects on Executive …
Plus Reflection Training: Effects on Executive Function in Early Childhood. Front. Psychol. 9:208. doi: 10.3389/fpsyg.2018.00208 Mindfulness Plus Reflection Training: Effects on …
The effects of combined cognitive training on prospective …
executive function training group/memory strategy training group/combined cognitive training group)×2 test time (pre-test/post-test) variance analysis of repeated measures. ˜e results …
The effectiveness of aerobic exercise and dance interventions …
executive function, memory, processing speed, and global cognition in MCI. Although the dance programs for patients with MCI vary in style, they all share a ... flexibility training, a six-month …
The Impact of Exercise and Virtual Reality Executive Function …
Executive Function Training on Cognition Among Heavy Drinking Veterans With Traumatic Brain Injury: A Pilot Feasibility Study. Front. Behav. Neurosci. 16:802711. doi: …
Newly Developed TV-Based Cognitive Training Games …
speed and executive function are important for the driving performance of older adults (Anstey et al.,2005;Horikawa et al.,2009;Adrian et al.,2011). Therefore, cognitive training ... play all …
Executive functions: a beginner's guide - NASSSA
which you have no executive functions at all. Nobody has zero executive function. However, people's executive functions can be developed and used to a greater or lesser degree and a …
Executive Functions, Motor Development, and Digital Games …
together: executive function, motor development, digital game, and children. However, the findings were not satisfactory, as no studies involving the terms execu-tive functions, motor …