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Hamalainen, Raija – Computers & Education, 2008
Especially in vocational education, attention should be paid not only to the use of new technological solutions but also to collaborative learning and cooperative working methods in order to develop students' skills for their future jobs. This study involves a design experiment including the design process of a new game environment, description of…
Descriptors: Vocational Education, Technology Integration, Cooperative Learning, Skill Development
Simpson, Elizabeth; Clem, Frances A. – Middle School Journal (J1), 2008
During the fall 2005 semester, an eighth grade teacher in a Laramie, Wyoming, middle school made an urgent plea for more progressive tools for a beginning computers course. Janet Johnson, a veteran teacher returning to the classroom after a hiatus of 10 years, was frustrated with the apparent lack of motivation and engagement by the students. She…
Descriptors: Video Games, Pilot Projects, School Districts, Grade 8
Imholz, Susan – Thinking Skills and Creativity, 2008
Clinical research in expressive therapies, psychodrama in particular, offer education researchers and software designers descriptive analyses and evidence-based impact studies on attitudinal shifts and enhanced problem solving abilities for patients and students who participate in psychodrama role-play. Gaming environments and virtual worlds that…
Descriptors: Informal Education, Computer Assisted Instruction, Change Agents, Patients
Dodge, Tyler; Barab, Sasha; Stuckey, Bronwyn; Warren, Scott; Heiselt, Conan; Stein, Richard – Journal of Interactive Learning Research, 2008
This research began with the premise that video game play, especially as it relates to participation in persistent virtual worlds, provides fictional spaces where players engage in cognitive and communicative practices that can be personally transformative in prosocial ways. Players' experiences with these worlds are as much defined by the…
Descriptors: Video Games, Play, Ethnography, Children
Rish, Ryan M. – ProQuest LLC, 2011
This study investigates an elective English class, in which students in grades 10-12 collectively read and collaboratively wrote fantasy fiction in four groups. The purpose of the class was to have students consider the choices fantasy and science fictions writers, directors, and video game designers make when creating a fictional world. The…
Descriptors: Interpersonal Relationship, Literacy, Elective Courses, Cartography
Squire, Kurt D. – Educational Technology, 2007
Computer and video games have recently attracted significant attention from educators as a medium for learning. Clark's (2007) critique of the "Serious Games" movement provides a set of useful guidelines for moving that particular industry forward. This article argues for another way of framing the emerging field, as "Games, Learning, and…
Descriptors: Video Games, Educational Practices, Computer Simulation, Computers
Seals, Cheryl; Hundley, Jacqueline; Montgomery, Lacey Strange – Journal of Educational Technology, 2008
This paper describes a game design and development course. The rationale for forming this class was to use student excitement with video games as an intrinsic motivation over traditional courses. Today's students have grown up exposed to gaming, interactive environments, and vivid 3D. Computer gaming has the capacity to attract many new students…
Descriptors: Educational Games, Computer Games, Technology Uses in Education, Educational Technology
Baki, Roselan; Yee Leng, Eow; Wan Ali, Wan Zah; Mahmud, Rosnaini; Hamzah, Mohd. Sahandri Gani – Online Submission, 2008
This study provides a glimpse into understanding the potential benefits as well as harm of playing video games from the perspective of six Malaysian secondary school students, aged 16-17 years old. The rationale of the study is to enable parents, educators, administrators and policy makers to develop a sound understanding on the impact of playing…
Descriptors: Video Games, Emotional Development, Secondary School Students, Late Adolescents
Edwards, Peter – Kappa Delta Pi Record, 2008
Assistive technology (AT)--the use of technology to assist individuals with disabilities--encompasses a wide range of applications including problems with reading, writing, and language arts; speech-language disorders; students with mild disabilities; and older students. An exciting and motivational use of AT to assist readers that has not been…
Descriptors: Educational Technology, Creative Thinking, Assistive Technology, Thinking Skills
Gonzalez, Carina S.; Blanco, Francisco – Simulation & Gaming, 2008
Different approaches have demonstrated that learning improves when implemented in a constructivist and social way. In addition, electronic games and simulations are perceived to have high educational value because of their motivational and emotional factors. This potential value can be developed by defining appropriate scenarios in which players…
Descriptors: Constructivism (Learning), Video Games, Educational Games, Integrated Curriculum
Islam-Zwart, Kayleen; Cawston, Alvina – American Indian and Alaska Native Mental Health Research: The Journal of the National Center, 2008
This study investigated the relationship between family history, sedentary behaviors, and childhood risk for type 2 diabetes. Participants were 480 students attending schools on or near an American Indian reservation. Data were collected through survey and BMI measurement. Children who frequently watched television or played video games did not…
Descriptors: Risk, Video Games, American Indians, Diabetes
Carstens, Adam; Beck, John – TechTrends: Linking Research & Practice to Improve Learning, 2005
There is a new generation of workers taking over key positions in organizations and in classrooms. This generation is younger, yes, but they are also different in ways that will definitely change how business is done and how learning is accomplished. Research shows that the way they spent their formative years has given them an entirely different…
Descriptors: Video Games, Interviews, Case Studies, Technological Literacy
Evans, Michael A.; Gracanin, Denis – Journal of Educational Technology, 2009
This article provides an overview to a collaborative knowledge building project using iPod Touches in elementary and secondary language arts and mathematics classrooms, working with 4 teachers and over 80 students. The interactive technologies for embodied Learning in Reading and Mathematics (iteL*RM) project intends to facilitate student…
Descriptors: Telecommunications, Technology Uses in Education, Handheld Devices, Elementary School Students
Wilson, Lee – Technology & Learning, 2007
Do video games and simulations really belong in the classroom? A growing body of evidence--from education conference sessions to ramped-up gaming research and university pilot programs--all point to the affirmative. However, sensationalized press accounts, a personal lack of familiarity with games, and other factors still contribute to a broad…
Descriptors: Video Games, Teaching Methods, Familiarity, Misconceptions
Blackmore, Tim – Bulletin of Science, Technology & Society, 2007
In the late 20th and early 21st centuries, increased computing power has made possible extraordinary leaps in film special effects. This article argues that special effects developed since the beginning of digital animation, when coupled with standard editing room techniques (jump cuts, cutaways), have brought us to an era where the eye cannot…
Descriptors: Human Body, Films, Multimedia Materials, Visual Stimuli

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