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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
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Pope, 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
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Kubey, 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
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Sherry, 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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Motl, Robert W.; McAuley, Edward; Birnbaum, Amanda S.; Lytle, Leslie A. – Journal of Adolescence, 2006
In this longitudinal study, we examined the relationship between changes in time spent watching television and playing video games with frequency of leisure-time physical activity across a 2-year period among adolescent boys and girls (N=4594). Latent growth modelling indicated that a decrease in time spent watching television was associated with…
Descriptors: Early Adolescents, Video Games, Physical Activities, Television Viewing
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Hunter-Doniger, Tracey – School Arts: The Art Education Magazine for Teachers, 2005
Tracey Hunter-Doniger is an elementary visual arts teacher who is fortunate enough to work in a school that realizes the value and influence art has on technology. Twice a year, her first-through fifth-grade classes meet in the computer lab to create computer-generated works of art. the class discusses the importance of art in technology, such as…
Descriptors: Grade 5, Photography, Video Games, Art
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Urrutia-Rojas, Ximena; Menchaca, John – Journal of School Health, 2006
According to the Centers for Disease Control and Prevention, 1 in 3 children born in 2000 in the United States will become diabetic. The odds are higher for African American and Hispanic children as nearly 50% of them will develop diabetes. Random screening is not effective in identifying children at risk for type 2 diabetes mellitus (T2DM);…
Descriptors: Grade 5, Prevention, Incidence, Disease Control
Borja, Rhea R. – Education Week, 2006
In an age of rising obesity rates, more students are getting fit in school with the help of the video game series Dance Dance Revolution (DDR) and similar games. Some educators caution that while the trend is positive overall, technology should only supplement--not replace--traditional physical activity, such as running, aerobics, and other…
Descriptors: Video Games, Teaching Methods, Physical Activities, Physical Fitness
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Galantucci, Bruno – Cognitive Science, 2005
The emergence of human communication systems is typically investigated via 2 approaches with complementary strengths and weaknesses: naturalistic studies and computer simulations. This study was conducted with a method that combines these approaches. Pairs of participants played video games requiring communication. Members of a pair were…
Descriptors: Experimental Programs, Investigations, Computer Simulation, Video Games
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Dickey, Michele D. – Educational Technology Research and Development, 2005
Computer and video games are a prevalent form of entertainment in which the purpose of the design is to engage players. Game designers incorporate a number of strategies and tactics for engaging players in "gameplay." These strategies and tactics may provide instructional designers with new methods for engaging learners. This investigation…
Descriptors: Video Games, Instructional Design, Computer Assisted Instruction, Educational Technology
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Fontana, Leonard; Beckerman, Adela – Information Technology in Childhood Education Annual, 2004
This article describes a project that incorporated interactive technology to teach violence prevention knowledge and skills to second grade students. The educational video games presented lessons consisting of animated characters in a story, accompanied by a number of exercises. The research issue was whether students would develop an appreciation…
Descriptors: Prevention, Video Games, Grade 2, Children
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