Developed an exercise-based interactive game to enhance cognition in 4- to 5-year-olds.
Using fNIRS to examine the short- and long-term associations between exercise-induced training, functional brain connectivity, cognitive control, and later verbal abilities in 4- to 5-year-olds
Modifying commercially available physically active video games in virtual reality to improve attention regulation in students
Examining the impact of varying visual presentations in educational books on first and second graders’ developing reading, learning skills and understandings. Utilizing eye-tracking technology and SMI BeGaze Eyetracking Analysis Software to collect, extract, and analyze gaze shifts, blinks, saccades, fixations, and pupil dilation to investigate attention allocation of beginning readers
Investigated how to instill the practices of high quality adult-child interactions in interactive digital technologies to improve learning outcomes. Link