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Sanford, Kathy; Madill, Leanna – Canadian Journal of Education, 2007
In this article, we provide the results of our examination of the range of multiliteracy activities that engage boys' time and attention, and the types of literacy skills and understandings they learn through their engagement with alternative texts. We focus particularly on video game play and creation/composition as a learning activity that…
Descriptors: Video Games, Literacy, Males, Adolescents
Hsi, Sherry – International Journal of Science Education, 2007
This paper illustrates the intensified engagement that youth are having with digital technologies and introduces a framework for examining "digital fluency"--the competencies, new representational practises, design sensibilities, ownership, and strategic expertise that a learner gains or demonstrates by using digital tools to gather, design,…
Descriptors: Research Methodology, Youth, Video Games, Educational Technology
Amory, Alan – Educational Technology Research and Development, 2007
Complex computer and video games may provide a vehicle, based on appropriate theoretical concepts, to transform the educational landscape. Building on the original game object model (GOM) a new more detailed model is developed to support concepts that educational computer games should: be relevant, explorative, emotive, engaging, and include…
Descriptors: Video Games, Educational Games, Game Theory, Design Requirements
Gilbert, Juan E.; Eugene, Wanda; Swanier, Cheryl; Arbuthnot, Keena; Hood, Stafford; Grant, Michael McKenzie; West, Melanie L. – Journal of Educational Technology, 2008
When culture is integrated into the mathematics classroom, it improves students' academic achievement, helps move classrooms towards an equitable learning environment, helps students to have positive beliefs about mathematics, and integrates mathematics with other disciplines. Moreover, if you observe today's kids, the use of video games in their…
Descriptors: Culturally Relevant Education, Instructional Design, Educational Practices, Case Studies
Green, Patricia J.; Sha, Mandy; Liu, Lu – RTI International, 2011
In 2001, the U.S. Department of Education and the Ministry of Education in China entered into a bilateral partnership to develop a technology-driven approach to foreign language learning that integrated gaming, immersion, voice recognition, problem-based learning tasks, and other features that made it a significant research and development pilot…
Descriptors: Foreign Countries, English (Second Language), Middle School Students, Partnerships in Education
Montana Office of Public Instruction, 2011
This report presents the 2011 Montana Youth Risk Behavior Survey high school student frequency distributions for American Indian students in urban schools. These frequency distributions are based upon surveys with 808 high school American Indian students in urban schools during February of 2011. Frequency distributions may not total 808 due to…
Descriptors: American Indians, American Indian Students, Urban Schools, Sexuality
Sampson, Demetrios G., Ed.; Ifenthaler, Dirk, Ed.; Isaías, Pedro, Ed. – International Association for Development of the Information Society, 2018
The aim of the 2018 International Association for Development of the Information Society (IADIS) Cognition and Exploratory Learning in the Digital Age (CELDA) conference was to address the main issues concerned with evolving learning processes and supporting pedagogies and applications in the digital age. There have been advances in both cognitive…
Descriptors: Learning Processes, Teaching Methods, Educational Technology, Technology Uses in Education
Johnson, Genevieve Marie – Online Submission, 2006
The number of children and adolescents accessing the Internet as well as the amount of time online are steadily increasing. The most common online activities include playing video games, navigating web sites, and communicating via chat rooms, email, and instant messaging. A theoretical framework for understanding the effects of Internet use on…
Descriptors: Sociocultural Patterns, Internet, Video Games, Information Processing
Glaubke, Christina R.; Miller, Patti; Parker, McCrae A.; Espejo, Eileen – 2001
Based on the view that the level of market penetration of video games combined with the high levels of realism portrayed in these games make it important to investigate the messages video games send children, this report details a study of the 10 top-selling video games for each of 6 game systems available in the United States and for personal…
Descriptors: Children, Computer Games, Games, Mass Media Effects
Federal Trade Commission, Washington, DC. – 2001
In September 2000, the Federal Trade Commission issued a report on marketing violent entertainment to children. The Commission found that all three segments of the entertainment industry intentionally promoted products to children that warranted parental cautions. This report provides a look at the advertising practices to see if the industries…
Descriptors: Adolescents, Advertising, Children, Films
TRUCE: Teachers Resisting Unhealthy Children's Entertainment, West Somerville, MA. – 2000
Play is essential to children's healthy development and learning, and toys are the tools of children's play. Noting that parents are constantly faced with decisions about what toys to buy and what toys to avoid, this guide is intended to help parents promote their children's creative and constructive play by making informed choices about toys, and…
Descriptors: Change Strategies, Children, Childrens Games, Mass Media Effects
Peer reviewedPope, Alan T.; Bogart, Edward H. – Child Study Journal, 1996
Describes the Extended Attention Span Training (EAST) system for modifying attention deficits, which takes the concept of biofeedback one step further by making a video game more difficult as the player's brain waves indicate that attention is waning. Notes contributions of this technology to neuropsychology and neurology, where the emphasis is on…
Descriptors: Attention Deficit Disorders, Behavior Disorders, Behavior Modification, Biofeedback
Peer reviewedKubey, Robert; Larson, Reed – Communication Research, 1990
Examines the use and experience of music videos, video games, and videocassettes among children and young adolescents. Finds that boys reacted with greater arousal and more positive affective states to new video media as compared to traditional media, while girls reported lower affect and arousal, expecially during video games and music videos.…
Descriptors: Adolescents, Children, Communication Research, Mass Media Use
Provenzo, Eugene F., Jr. – American School Board Journal, 1992
Video games are neither neutral nor harmless but represent very specific social and symbolic constructs. Research on the social content of today's video games reveals that sex bias and gender stereotyping are widely evident throughout the Nintendo games. Violence and aggression also pervade the great majority of the games. (MLF)
Descriptors: Child Development, Childhood Interests, Cultural Influences, Elementary Education
Peer reviewedSherry, John L. – Human Communication Research, 2001
Cumulates findings across existing empirical research on the effects of violent video games to estimate overall effect size and discern important trends and moderating variables. Suggests there is a smaller effect of violent video games on aggression than has been found with television violence on aggression. (SG)
Descriptors: Aggression, Behavioral Science Research, Elementary Secondary Education, Mass Media Effects

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