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Patton, Ryan Matthew – ProQuest LLC, 2011
Having computer skills, let alone access to a personal computer, has become a necessary component of contemporary Western society and many parts of the world. Digital media literacy involves youth being able to view, participate in, and make creative works with technologies in personal and meaningful ways. Games, defined in this study as…
Descriptors: Activity Units, Art History, Social Systems, Play
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Gaydos, Matthew J.; Squire, Kurt D. – Cultural Studies of Science Education, 2012
Research has shown that video games can be good for learning, particularly for STEM topics. However, in order for games to be scalable and sustainable, associated research must move beyond considerations of efficacy towards theories that account for classroom ecologies of students and teachers. This study asks how a digital game called "Citizen…
Descriptors: Science and Society, STEM Education, Predictor Variables, Use Studies
American Ground Water Trust, Dublin, OH. – 1990
More than 13 million privately-owned wells and over 100,000 public water supply sources pump ground water to approximately 123 million Americans daily for personal, commercial, industrial, and agricultural uses. Yet, even as the nation's need for water grows, the prevailing lack of public knowledge and understanding about this resource leads to…
Descriptors: Activity Units, Computer Games, Computer Software Selection, Conservation Education