E V Gavrilova
Biographic Data
| ID | 6828268 |
|---|---|
| NAME | E V Gavrilova |
| GIVEN NAMES | E V |
| FAMILY NAME | Gavrilova |
| SIGNATURE | GAVRILOVA E V |
| AFFILIATIONS | Moscow State University of Psychology & Education |
| ORCID | 0000-0003-0848-3839 |
| VERIFIED | Yes |
| TOTAL WORKS | 3 |
| TOTAL CITATIONS | 1 |
| AUTHOR COUNT | 3 |
| EDITOR COUNT | 0 |
| FIRST PUBLICATION YEAR | 2017 |
| LATEST PUBLICATION YEAR | 2024 |
| H-INDEX | 1 |
The Impact of Arcade Video Games and Reading Popular Science Texts on Emotional States
The article presents the results of an experimental study analyzing changes in emotional states during video gaming on a PC and reading texts from paper, as well as during transitions between these two activities. The study involved 62 students (mean age: 18.3 years, SD = 2.28; 82% female). Participants were divided into two groups: one group read texts first and then played a video game, while the other group played a video game first and then r…
Measuring Higher-Order Cognitive Skills in Collective Interactions with Computer Game
The present study is focused on testing the computer game system ‘PL-modified’ as a diagnostic tool for measurement of higher-order cognitive skills by middle-school students in individual and collaborative game. The ‘PL-modified’ is a computer system designed as a game which implies a set of concrete parameters specially elaborated for assessment of the cognitive actions of analysis, planning, and reflection — the basic higher-order cognitive fu…
“Locals” and “Cosmopolitans”: On the Productivity of Scholars
An analysis is provided of the results of a study of the scholarly productivity of Russian doctors of science in the middle generation who work within the Russian Academy of Sciences system. We show that the scholars’ achievements on the international versus domestic Russian arenas are not only different, but are also only weakly related. This gives reason to conclude that the competencies and social capital of scholars that facilitate their achi…
Measuring Higher-Order Cognitive Skills in Collective Interactions with Computer Game
The present study is focused on testing the computer game system ‘PL-modified’ as a diagnostic tool for measurement of higher-order cognitive skills by middle-school students in individual and collaborative game. The ‘PL-modified’ is a computer system designed as a game which implies a set of concrete parameters specially elaborated for assessment of the cognitive actions of analysis, planning, and reflection — the basic higher-order cognitive fu…
“Locals” and “Cosmopolitans”: On the Productivity of Scholars
An analysis is provided of the results of a study of the scholarly productivity of Russian doctors of science in the middle generation who work within the Russian Academy of Sciences system. We show that the scholars’ achievements on the international versus domestic Russian arenas are not only different, but are also only weakly related. This gives reason to conclude that the competencies and social capital of scholars that facilitate their achi…
Measuring Higher-Order Cognitive Skills in Collective Interactions with Computer Game
The present study is focused on testing the computer game system ‘PL-modified’ as a diagnostic tool for measurement of higher-order cognitive skills by middle-school students in individual and collaborative game. The ‘PL-modified’ is a computer system designed as a game which implies a set of concrete parameters specially elaborated for assessment of the cognitive actions of analysis, planning, and reflection — the basic higher-order cognitive fu…
The Impact of Arcade Video Games and Reading Popular Science Texts on Emotional States
The article presents the results of an experimental study analyzing changes in emotional states during video gaming on a PC and reading texts from paper, as well as during transitions between these two activities. The study involved 62 students (mean age: 18.3 years, SD = 2.28; 82% female). Participants were divided into two groups: one group read texts first and then played a video game, while the other group played a video game first and then r…
Computer Science (2 works) · Multimedia (2 works) · Psychology (2 works) · Anxiety (1 works) · Artificial Intelligence in Education (1 works) · Calmness (1 works) · Central Asia Education and Culture (1 works) · Child Development and Digital Technology (1 works) · Citation (1 works) · Cognition (1 works)