- Educational Games and Gamification
- Virtual Reality Applications and Impacts
- Cognitive Abilities and Testing
- Forensic Toxicology and Drug Analysis
- Child Development and Digital Technology
- Visual perception and processing mechanisms
- Education and Islamic Studies
- Cognitive Science and Mapping
- Digital Mental Health Interventions
- Education and Character Development
- Mercury impact and mitigation studies
- Reading and Literacy Development
- Eating Disorders and Behaviors
- Ophthalmology and Visual Impairment Studies
- Media Influence and Health
- Mind wandering and attention
- Religion, Spirituality, and Psychology
- Heavy Metal Exposure and Toxicity
- Behavioral Health and Interventions
Bu-Ali Sina University
2024
Kashan University of Medical Sciences
2023
Imam Khomeini International University
2020-2022
Background Cognitive tasks designed to measure or train cognition are often repetitive and presented in a monotonous manner, features that lead participant boredom disengagement. In this situation, participants do not put forth their best effort these well. As result, neuropsychologists cannot draw accurate conclusions about the data collected, intervention effects reduced. It is assumed greater engagement motivation will manifest as improved quality. Gamification, use of game elements...
Background To the best of our knowledge, no specialized research has been conducted to address ailurophobia (fear cats) in Iran or globally. This driven project, along with prevalence and absence a gamified virtual reality exposure therapy (VRET) that incorporates affordable easily accessible biofeedback (BF) tools. We hypothesize VRET augmented BF will yield more positive effects than similar device lacking BF. Objective study primarily focuses on development preliminary evaluation...
<sec> <title>BACKGROUND</title> Cognitive tasks designed to measure or train cognition are often repetitive and presented in a monotonous manner, features that lead participant boredom disengagement. In this situation, participants do not put forth their best effort these well. As result, neuropsychologists cannot draw accurate conclusions about the data collected, intervention effects reduced. It is assumed greater engagement motivation will manifest as improved quality. Gamification, use...
The Effectiveness of Teaching the Strategy Religious Coping with Patience in a Group Method on Teachers’ Problem-Solving Skills
<sec> <title>BACKGROUND</title> To the best of our knowledge, no specialized research has been conducted to address ailurophobia (fear cats) in Iran or globally. This driven project, along with prevalence and absence a gamified virtual reality exposure therapy (VRET) that incorporates affordable easily accessible biofeedback (BF) tools. We hypothesize VRET augmented BF will yield more positive effects than similar device lacking BF. </sec> <title>OBJECTIVE</title> study primarily focuses on...