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Graham, Kerrie Lewis – American Journal of Play, 2010
Millions of children and adults devote much of their leisure time to playing massively multiplayer online role-playing games (MMORPGs). Most observers commonly categorize computer games as a play activity, but this article asks whether MMORPGs contain activities that might not be play. The author examines the phenomenon of online gaming and…
Descriptors: Computer Games, Computer Simulation, Role Playing, Play
Kim, Do Kyun; Dinu, Lucian F.; Chung, Wonjon – International Journal of Information and Communication Technology Education, 2013
Currently, the South Korean government is in the process of transforming school textbooks from a paper-based platform to a computer-based digital platform. Along with this effort, interactive online educational games (edu-games) have been examined as a potential component of the digital textbooks. Based on the theory of diffusion of innovations,…
Descriptors: Computer Games, Textbooks, Foreign Countries, Grade 4
Sabourin, Jennifer L.; Rowe, Jonathan P.; Mott, Bradford W.; Lester, James C. – Journal of Educational Data Mining, 2013
Over the past decade, there has been growing interest in real-time assessment of student engagement and motivation during interactions with educational software. Detecting symptoms of disengagement, such as off-task behavior, has shown considerable promise for understanding students' motivational characteristics during learning. In this paper, we…
Descriptors: Student Behavior, Classification, Learner Engagement, Data Analysis
Guernsey, Lisa – ZERO TO THREE, 2013
Electronic media--whether child-oriented videos and games or background television--is increasingly embedded in young children's lives, raising questions of its impact on children's language skills. New research presents a multitextured picture of how different types of e-media--depending on content, context, and a child's age--can help and hurt.…
Descriptors: Toddlers, Language Acquisition, Web Based Instruction, Electronic Learning
Johnson, Genevieve Marie – Canadian Journal of Learning and Technology, 2013
Twelve special education teachers and teacher assistants who have instructional experience using iPads with children with special needs completed a survey that queried their practices and perceptions. In general, teachers and assistants were extremely positive about the value of iPads for children with special needs, particularly for children with…
Descriptors: Computer Uses in Education, Elementary School Students, Special Education Teachers, Teacher Aides
Martinez-Garza, Mario; Clark, Douglas B.; Nelson, Brian C. – Studies in Science Education, 2013
This review synthesises research on digital games and science learning as it supports the goals for science proficiency outlined in the report by the US National Research Council on science education reform. The review is organised in terms of these research-based goals for science proficiency in light of their alignment with current science…
Descriptors: Computer Games, Video Games, Science Education, Science Achievement
Robertson, Judy – Computer Science Education, 2013
There is a pressing need for gender inclusive approaches to engage young people in computer science. A recent popular approach has been to harness learners' enthusiasm for computer games to motivate them to learn computer science concepts through game authoring. This article describes a study in which 992 learners across 13 schools took part in a…
Descriptors: Computer Science Education, Gender Differences, Computer Games, Educational Benefits
Chee, Yam San; Mehrotra, Swati; Liu, Qiang – Electronic Journal of e-Learning, 2013
Educational systems worldwide are being challenged to respond effectively to the digital revolution and its implications for learning in the 21st century. In the present new media age, educational reforms are desperately needed to support more open and flexible structures of on-demand learning that equip students with competencies required in a…
Descriptors: Citizenship Education, Educational Change, Educational Games, Governance
Smyrnaiou, Zacharoula; Moustaki, Foteini; Yiannoutsou, Nikoleta; Kynigos, Chronis – Themes in Science and Technology Education, 2012
The literature of the science education does not offer much data concerning meaning generation (MG) and learning to learn together (L2L2) processes. The objective of this paper is the study of how a group of students working with an on-line Platform, interact, collaborate and express themselves to generate meanings with regard to moving in 3d…
Descriptors: Educational Technology, Technology Uses in Education, Web 2.0 Technologies, Computer Mediated Communication
Pasnik, Shelley; Llorente, Carlin – Education Development Center, Inc., 2012
Educators are well aware that in order to positively impact children's learning, media and technology must be integrated into the teaching and learning activities of instructional environments. In order to be a powerful catalyst for learning, media and technology resources must complement the learning goals, the instructional practices, and the…
Descriptors: Public Television, Educational Television, Educational Technology, Technology Uses in Education
Kontour, Kyle – Bulletin of Science, Technology & Society, 2012
With the rise of the so-called military-entertainment complex, critical scholars note with alarm the integration of the political economies of entertainment companies and the military, in particular its potential influence on millions of young people who consume its concomitant films, toys and especially video games. Seen from a broad perspective,…
Descriptors: Video Games, Masculinity, Social Theories, War
Subrahmaniyan, Neeraja; Krishnaswamy, Swetha; Chowriappa, Ashirwad; Srimathveeravalli, Govindarajan; Bisantz, Ann; Shriber, Linda; Kesavadas, Thenkurussi – Journal of Interactive Learning Research, 2012
Research has shown that children with learning disabilities exhibit considerable challenges with visual motor integration. While there are specialized Occupational Therapy interventions aimed at visual motor integration, computer games and virtual toys have now become increasingly popular, forming an integral part of children's learning and play.…
Descriptors: Learning Disabilities, Educational Technology, Feedback (Response), Computer Software
Terry, Krista, Ed.; Cheney, Amy, Ed. – IGI Global, 2016
The integration of emerging technologies in higher education presents a new set of challenges and opportunities for educators. With a growing need for customized lesson plans in online education, educators are rethinking the design and development of their learning environments. "Utilizing Virtual and Personal Learning Environments for…
Descriptors: Virtual Classrooms, Higher Education, Electronic Learning, Technology Uses in Education
Adolescent English Language Learners' Second Language Literacy Engagement in World of Warcraft (WoW)
Li, Zhuo – ProQuest LLC, 2011
As noted by researchers (Funk, Hagen, & Schimming, 1999; Squire, 2006; Williams, 2003), many youth today spend more time playing in digital worlds than reading, or watching TV or films. Though many people, parents and teachers, still take video games as mere entertainment, "gaming culture" (Sanford & Madill, 2007) and "game…
Descriptors: Limited English Speaking, English (Second Language), Adolescents, Teaching Methods
Mack, Nayo Corenus-Geneva – ProQuest LLC, 2011
This research study reports the findings of a Delphi study conducted to determine the essential competencies and objectives for a high school Game Art and Design course framework at the national level. The Delphi panel consisted of gaming, industry and educational experts from all over the world who were members of the International Game…
Descriptors: Expertise, Delphi Technique, Correlation, High Schools

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