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Hsiao, Kuei-Fang; Chen, Nian-Shing; Huang, Shih-Yu – Interactive Learning Environments, 2012
Because of a shortage of physical exercise, concerns about adolescents have recently been raised in Taiwan. In educational environments where student exercise has been limited by scheduling constraints and the lack of physical exercise has become a vital problem, "learning while exercising" may be part of a possible solution. This study…
Descriptors: Foreign Countries, Exercise, Science Achievement, Computer Assisted Instruction
Asselin, Marlene; Moayeri, Maryam – International Journal of Research & Method in Education, 2010
Competency in the new literacies of the Internet is essential for participating in contemporary society. Researchers studying these new literacies are recognizing the limitations of traditional methodological tools and adapting new technologies and new media for use in research. This paper reports our exploration of usability testing software to…
Descriptors: Homework, Research Tools, Protocol Analysis, Internet
Patel, K. K.; Vij, S. – IEEE Transactions on Learning Technologies, 2012
The inability to navigate independently and interact with the wider world is one of the most significant handicaps that can be caused by blindness, second only to the inability to communicate through reading and writing. Many difficulties are encountered when visually impaired people (VIP) need to visit new and unknown places. Current speech or…
Descriptors: Foreign Countries, Computer Simulation, Computer Assisted Instruction, Simulated Environment
Hong, J-C.; Cheng, C-L.; Hwang, M-Y.; Lee, C-K.; Chang, H-Y. – Journal of Computer Assisted Learning, 2009
In recent years, digital games have assumed an important place in the lives of children and adolescents. Effective content design is crucial to the success of digital game-based learning. Therefore, the tool for assessing the effectiveness of game design is accordingly very important for parents and teachers, so that they may encourage or…
Descriptors: Educational Games, Focus Groups, Spatial Ability, Skill Development
Felini, Damiano – Online Submission, 2008
Background: The penetration of video games in media consumption behaviors is statistically very significant all over the world. Education and media education cannot ignore this phenomenon, as it is so relevant for such a considerable part of the population, especially youth. The application of media education principles and goals to video games is…
Descriptors: Video Games, Teaching Methods, Popular Culture, Media Literacy

Gardner, J. Emmett; And Others – Teaching Exceptional Children, 1992
This article considers the importance of using age-appropriate software for adolescents and adults with developmental disabilities and the difficulty in finding such software. It outlines suggested sources, ideas for screening and evaluating software, and seven steps in selecting software. (DB)
Descriptors: Adolescents, Adults, Age, Computer Assisted Instruction
Baek, Youngkyun; Whitton, Nicola – IGI Global, 2013
In K-12 classrooms, as well as on the college and university level, the incorporation of digital games has played a vital role in the educational system. While introducing teachers to new fields, these digital games have been designed and implemented for the classroom and have shown positive results at a variety of educational levels. Cases on…
Descriptors: Foreign Countries, Educational Technology, Student Attitudes, Second Language Learning

Miller-Lachmann, Lyn – MultiCultural Review, 1996
A number of recently released software programs seek to introduce young people to rain forests and wildlife-rich areas of Africa. Seven of these programs are reviewed for the cultural diversity they acknowledged, and their ease of use and educational value are evaluated. (SLD)
Descriptors: Adolescents, Children, Computer Software, Computer Software Evaluation
Hawkins, Joseph A. – Teaching Tolerance, 1995
Reviews teenager-tested and educator-recommended software packages for teaching tolerance in elementary (primarily upper elementary) and secondary grades. The 12 products cover aspects of American and African American history, multicultural awareness, and values education in tolerance and cultural awareness. (SLD)
Descriptors: Adolescents, Black History, Children, Computer Software
Cesarone, Bernard – 1998
This Digest reviews research on the demographics and effects of video game playing, discusses game rating systems, and offers recommendations for parents. The Digest begins by discussing research on the time children spend playing electronic games, which shows that younger children's game playing at home (90% of fourth-graders played at least one…
Descriptors: Adolescents, Aggression, Children, Computer Games
Cesarone, Bernard – 2000
This Spanish-language digest reviews research on the demographics and effects of video game playing, discusses game rating systems, and offers recommendations for parents. The digest begins by discussing research on the time children spend playing electronic games, which shows that younger children's game playing at home (90% of fourth-graders…
Descriptors: Adolescents, Aggression, Children, Computer Games
Wilson, Lex – 1993
A study was conducted at the Cumberland Campus of Nova Scotia Community College to determine the effect of a computer-based learning system on the academic and personal growth of adolescents with learning disabilities. Eleven learning disabled students, with an average age of 16.1 years, and one observer were chosen to participate in an 8-week…
Descriptors: Adolescents, Community Colleges, Computer Assisted Instruction, Computer Networks