- Child Development and Digital Technology
- Hearing Impairment and Communication
- Autism Spectrum Disorder Research
- Bullying, Victimization, and Aggression
- Assistive Technology in Communication and Mobility
- Online and Blended Learning
- Spatial Cognition and Navigation
- Tactile and Sensory Interactions
- Impact of Technology on Adolescents
- Reading and Literacy Development
- Attention Deficit Hyperactivity Disorder
- Child and Animal Learning Development
- Cognitive and developmental aspects of mathematical skills
- Education and Technology Integration
- Subtitles and Audiovisual Media
- Family and Disability Support Research
- Digital literacy in education
- Technology Use by Older Adults
- Gender and Technology in Education
- COVID-19 and Mental Health
- Innovative Teaching and Learning Methods
- Virtual Reality Applications and Impacts
- Hand Gesture Recognition Systems
- Visual and Cognitive Learning Processes
- Plant Virus Research Studies
Bar-Ilan University
2013-2024
Open University of Israel
2009-2011
Cyberbullying is deliberate, aggressive activity carried out through digital means. Cybervictimisation in adolescence may be related to negative psychosocial variables such as loneliness and depressive mood. The purpose of the present study, first its kind Israel, was examine association between adolescent cybervictimisation two socio-emotional variables: sample consisted 242 Israeli adolescents, aged 13–16 years, who completed questionnaires regarding Internet use, cyberbullying,...
Abstract S chools and teachers nowadays face new difficulties challenges as a result of the fast growth cyberbullying. The aim study is to examine perceptions, beliefs concerns about cyberbullying, well needs, professionally diverse group teachers. Three‐hundred twenty‐eight (88.4% female, 11.6% male) from different types schools professional foci were randomly selected completed cyberbullying questionnaire regarding their perceptions personal experiences in relation They also provided...
The present study explored bystanders’ behavior in cyberbullying (CB) episodes among children and youth, focusing on active passive patterns. examined prevalence characteristics of following CB episodes, their active–passive intervention patterns relation to personal (age, gender) socio-emotional (self-efficacy, social support, sense loneliness) factors. Of the 1,094 participants (ages 9-18), 497 (46.4%) reported they were bystanders episodes. bystanders, 55.4% identified as having a pattern...
This study examined the effectiveness of a school-based, collaborative technology intervention combined with cognitive behavioral therapy to teach concepts social collaboration and conversation children high-functioning autism spectrum disorders (n = 22) as well enhance their actual engagement behaviors (collaboration conversation) peers. Two computer programs were included in intervention: "Join-In" "No-Problem" conversation. Assessment socio-cognitive area concept perception measures,...
Cyberbullying is defined as an intentional online act via electronic media, to harm, embarrass and/or humiliate another person. As adolescents with attention deficit hyperactivity disorder (ADHD) are at a higher risk in being involved bullying behaviour perpetrators or victims, the main purpose of this study examine prevalence their cyber experience and its impact on loneliness, perceived self-efficacy social support. The population included 140 adolescent students ADHD taking part general...
Abstract In light of the present‐day proliferation digital texts and increase in situations that require active text reading learning, it is becoming increasingly important to shed on comparison between print under conditions. this study, abilities 93 university students (83% females) were examined. Participants asked read, edit, recognize errors improve quality short papers (600 words each) topic environmental awareness, both formats. Surprisingly, contrast many recent reports about versus...
An international association advancing the multidisciplinary study of informing systems. Founded in 1998, Informing Science Institute (ISI) is a global community academics shaping future science.
We present the results of two usability studies evaluating use collaborative technologies designed to facilitate children with Autism Spectrum Conditions (ASC) learning social competence skills through technology-delivered Cognitive-Behavioral Therapy (CBT). The first study examined a co-located games (Join-In Suite) run on multi-user tabletop shared active surface (SAS). second virtual environment (CVE) support understanding and practice conversation skills. Both prototypes were developed...
The study’s purpose was to examine the contribution of a programmable robot an intervention program for promoting spatial ability (spatial relations, visual-memory, mental rotation) preschool children. Eighty-four participants were randomly assigned three groups: programmable-robot-based intervention, traditional control group. Spatial examined pre- and post-10 sessions. Findings indicate that children exposed programmable-robot displayed significantly higher spatial-relations...
The aim of this study was to investigate whether the practice rotating Virtual Reality (VR) three-dimensional (3D) objects will enhance spatial rotation thinking deaf and hard-of-hearing children compared two-dimensional (2D) objects. Two groups were involved in study: an experimental group, which included 21 hardof-hearing children, who played a VR 3D game, control group 23 similar 2D (not VR) game. results clearly indicate that practicing with rotations significantly improved children's...
There is common agreement that preschool-level science education affects children’s curiosity, their positive approach towards science, and desire to engage with the subject. Children’s natural curiosity drives them enthusiastically in all forms of exploration. Engaging scientific exploration necessitates self-regulation capabilities a wide repertoire cognitive metacognitive strategies. The purpose this study was examine what extent preschoolers (aged 5‒6 years) implement nascent inquiry...
The study investigated whether rotating three-dimensional (3-D) objects using virtual reality (VR) will affect flexible thinking in deaf and hard of hearing children. Deaf subjects were distributed into experimental control groups. group played 3-D Tetris (a game VR technology) individually, 15 minutes once weekly over 3 months. conventional two-dimensional (2-D) the same period. Children with normal participated as a second order to establish children really are disadvantaged thinking....
The process of developing concepts time continues from age 5 to 11 years (Zakay, 1998). This study sought the representation mode in which children could best express concepts, especially proper arrangement events a logical and temporal order. Usually, order is examined taught by 2D (2-dimensional) pictorial scripts. Using Bruner's (1973, 1986, 1990) stages, we tested comparative effectiveness VR (Virtual Reality) as on children's conception sequential with mode, oral, textual modes....
This study sought to test the most efficient representation mode with which children hearing impairment could express a story while producing connectives indicating relations of time and cause effect. Using Bruner's (1973, 1986, 1990) stages, we tested comparative effectiveness Virtual Reality (VR) as on children's production time-connectives four other modes representation: pictorial, oral, signed, textual. One hundred thirty-four participants aged 4–10, 69 65 children, divided into two age...
A 3-month intervention was conducted to enhance the sequential time perception and storytelling ability of young children with hearing loss. The were trained arrange pictorial episodes temporal scripts tell stories they created. Participants ( N = 34, aged 4-7 years) divided into 2 groups based on whether their spoken-language gap more or less than 1 year compared age norms. They completed A. Kaufman N. Kaufman's (1983) picture series subtest Guralnik's (1982) test at pretest posttest....
Over the years deaf and hard‐of‐hearing children have been reported as having difficulty with time conception and, in particular, proper arrangement of events a logical, temporal order. The research examined whether perceive sequence differently under different representational modes. We compared effect three‐dimensional (3D) virtual reality (VR) representation on sequential perception among pictorial, textual, spoken signed representation. studied 69 participants aged 4–10, who were divided...
This study examines the role of adolescents-parents/teachers/peers relationships as explanatory variables cyberbullying and problematic Internet-use (PIU) pre-and during COVID-19 pandemic. Questionnaires were delivered to 348 adolescents ages 13 18 years ( M = 15.05) at two time-points, provided a rare opportunity for assessment pandemic effect. A significant increase was found in Internet-usage PIU from pre-pandemic pandemic-lockdown, although no change cyber-perpetrating/victimization, but...
The lack of the auditory sense in hearing-impaired raises question as to extent which this deficiency affects their cognitive and intellectual skills. Studies have pointed out, that with regard reasoning, particularly when process induction is required, children usually difficulties. They experience similar difficulties ability think a flexible way. Generally, large body literature suggests tend be more concrete rigid thought processes. This study aimed at using Virtual Reality tool for...
The research examined the effect of an intervention program employing 3D immersive virtual reality (IVR), which focused on perception sequential time, mediation level and behavioural aspects children with intellectual disability (ID). is based mediated learning experience (MLE) theory, refers quality interaction between a mediator learner. program, included three levels – full, partial no was applied in individual-based direct instruction: emotional, cognitive dimensions participants'...
Deaf and hard-of-hearing (D/HH) children reveal considerable difficulty in producing an organised complete narrative. The current study conducted a three-month intervention to improve D/HH children’s storytelling ability through training arranging episodes of temporal scripts, telling the stories they created. We examined 65 aged four–seven years who were divided into two groups: virtual reality (VR) technological pictorial intervention. Participants completed pretest posttest measures...