Welcome to the September 2022 Learning Brain News.
Do you know that movement can help children recognise the sounds of letters, that computers can be made from soft organic materials and that some video games can estimate players emotions?
You can read about each of these developments in this month's edition. Plus, an Australian study which says on average there are 2 students in every classroom with developmental language disorder.
Kind regards, The Learning Brain News Team
Latest Research
Whole-body Learning Can Boost Children's Letter Sound Recognition - The First Step Toward Reading
Children who move while learning sounds of letters significantly improve their ability to recognise individual letter sounds.
Two Students in Each Australian Classroom Have Developmental Language Disorder
A new study, led by Curtin University examined the language skills of more than 1600 10-year-old children as part of the Raine Study, the nation’s longest running public health study.
Researchers at Stanford University are developing novel computers made from soft, organic materials that can operate like biological nerve cells. These new materials may someday be able to interact with real nerve cells, opening the door to better control of prosthetic limbs, among other uses.
Do People with Dyslexia Have ‘Enhanced Abilities’?
Dyslexia should be redefined as a strength rather than a disability, researchers at the University of Cambridge suggest. The neurological condition is linked to “enhanced abilities” in areas like discovery, invention and creativity.
Why do children with Autism sometimes behave differently? The Australian Parenting website explains some of these behaviours including managing emotions, changing routines and sensory sensitivities.
ADHD treatments work best when they don’t just target symptoms but also promote health, calm, and productivity. In this guide to integrative medicine for ADHD, learn how conventional treatments for ADHD can complement holistic approaches to support overall health and wellness.
Scientists Develop Model to Video Game Difficulty Based on Player Emotions
Korean scientists have developed an approach to estimate video game players' emotions so the game difficulty can be tweaked to maximise player satisfaction.
Recent evidence shows that adolescence is the second period of brain plasticity and cognitive development, making those years a critical time for students and educators.
So what should secondary school educators know about their students' brain development to maximise achievement?