Does a teacher-led mindfulness intervention improve student outcomes? This project aims to determine if improving teacher knowledge and practice of mindfulness in the classroom, can lead to better child attention and school functioning outcomes during the early primary school years. Mindfulness is an approach that aims to improve attention, self-regulation, mental health, and cognitive functioning. Expected outcomes include new knowledge as to whether mindfulness can be integrated into classroom ....Does a teacher-led mindfulness intervention improve student outcomes? This project aims to determine if improving teacher knowledge and practice of mindfulness in the classroom, can lead to better child attention and school functioning outcomes during the early primary school years. Mindfulness is an approach that aims to improve attention, self-regulation, mental health, and cognitive functioning. Expected outcomes include new knowledge as to whether mindfulness can be integrated into classroom practice, how to best implement it, student benefits and cost-effectiveness. Findings will inform schools as to whether this approach can support students in making a positive transition to primary school that can place them on positive academic and well-being pathways and lead to benefits in their adulthood.Read moreRead less
Discovery Early Career Researcher Award - Grant ID: DE210101107
Funder
Australian Research Council
Funding Amount
$412,744.00
Summary
Ahead of the Game: Balancing the Gaming Industry and Public Interest. This project battles the risks and embraces the benefits of digital gaming. There is a risk that one loses control of their gaming and prioritises it over other duties. This is offset by the benefits of using digital games for health. It is the first to decode and use the health data embedded in the connection between the gamer and their game persona (avatar). It does this by concurrently assessing important gamer, family, cul ....Ahead of the Game: Balancing the Gaming Industry and Public Interest. This project battles the risks and embraces the benefits of digital gaming. There is a risk that one loses control of their gaming and prioritises it over other duties. This is offset by the benefits of using digital games for health. It is the first to decode and use the health data embedded in the connection between the gamer and their game persona (avatar). It does this by concurrently assessing important gamer, family, cultural and game structure features. Findings will prompt the ethical growth of the Australian Health games industry and inform strategies to combat gaming disorder by tailoring games to users' needs. This will uniquely benefit Australians by re-directing this growing industry to better serve the public interest.Read moreRead less