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O'Connor, Peter; O'Connor, Briar; Welsh-Morris, Marlane – Research in Drama Education, 2006
This article examines a national applied theatre programme coordinated through the Department of Child, Youth and Family in New Zealand. The programme uses dramatic processes to create opportunities for communities to discuss and find their own answers to the issues of child abuse and family violence. The programme utilises a sophisticated in-role…
Descriptors: Drama, Child Abuse, Child Neglect, Family Violence
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Gouglas, Sean; Sinclair, Stefan; Ellefson, Olaf; Sharplin, Scott – Innovate: Journal of Online Education, 2006
Most humanities courses rarely require students to create the kinds of work they are studying. Sean Gouglas, Stefan Sinclair, Olaf Ellefson, and Scott Sharplin outline the value of this rare experience by describing an assignment in their graduate humanities computing course in which students examined hypermedia narratives by authoring a…
Descriptors: Games, Fantasy, Foreign Countries, Role Playing
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Dickey, Michele D. – Educational Technology Research and Development, 2006
The purpose of this conceptual analysis is to investigate how contemporary video and computer games might inform instructional design by looking at how narrative devices and techniques support problem solving within complex, multimodal environments. Specifically, this analysis presents a brief overview of game genres and the role of narrative in…
Descriptors: Instructional Design, Computer Assisted Instruction, Problem Solving, Educational Technology
Brown, Harry J. – M.E. Sharpe Inc, 2008
Videogames challenge our notions of identity, creativity, and moral value, and provide a powerful new avenue for teaching and learning. This book is a rich and provocative guide to the role of interactive media in cultural learning. It searches for specific ways to interpret videogames in the context of human experience and in the field of…
Descriptors: Video Games, Moral Values, Cultural Context, Humanities
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Simonson, Michael, Ed. – Association for Educational Communications and Technology, 2012
For the thirty-fifth year, the Research and Theory Division of the Association for Educational Communications and Technology (AECT) is sponsoring the publication of these Proceedings. Papers published in this volume were presented at the national AECT Convention in Louisville, Kentucky. The Proceedings of AECT's Convention are published in two…
Descriptors: Educational Technology, Handheld Devices, Workplace Learning, Electronic Learning
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Alvermann, Donna E.; Hagood, Margaret C.; Heron-Hruby, Alison; Hughes, Preston; Williams, Kevin B.; Yoon, Jun-Chae – Reading Psychology, 2007
The purpose of this study was to explore whether or not adolescents who are deemed underachievers and who struggle to read school-assigned textbooks will engage with popular culture texts of their own choosing (e.g., magazines, comics, TV, video games, music CDs, graffiti, e-mail, and other Internet-mediated texts). The 60 student participants,…
Descriptors: Textbooks, Cartoons, Video Games, Urban Schools
Kahn, Ken – 1995
This paper describes ToonTalk, a general-purpose concurrent programming system in which the source code is animated and the programming environment is a video game. The design objectives of ToonTalk were to create a self-teaching programming system for children that was also a very powerful and flexible programming tool. A keyboard can be used for…
Descriptors: Authoring Aids (Programming), Autoinstructional Aids, Children, Computer Games
Shaffer, David Williamson; Halverson, Richard; Squire, Kurt R.; Gee, James P. – Wisconsin Center for Education Research (NJ1), 2005
Will video games change the way we learn? We argue here for a particular view of games--and of learning--as activities that are most powerful when they are personally meaningful, experiential, social, and epistemological all at the same time. From this perspective, we describe an approach to the design of learning environments that builds on the…
Descriptors: Learning Theories, Educational Games, Video Games, Teaching Methods
Gilbert, Juan E. – 2002
The acceptance of animation technologies is increasing. Video games, such as Sony PlayStation (SONY, 2002), have become part of the culture for young people from kindergarten through undergraduate school. Animation technologies have been implemented into educational systems in the form of animated pedagogical agents (Johnson, 2000). The research…
Descriptors: Animation, Computer Assisted Instruction, Computer Simulation, Computer System Design
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Fisher, Sue – Journal of Adolescence, 1995
Gathered data on arcade use in adolescents (n=460). "Regular" arcade visitors varied sufficiently from the more "casual" visitors in their orientation to, and experience in, arcades. Regular visitors were more likely to score positively on indices screening for addiction. Raises questions about children's access to potentially…
Descriptors: Adolescents, Behavior Patterns, Behavior Problems, Peer Groups
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Blomqvist, Minna T.; Luhtanen, Pekka; Laakso, Lauri; Keskinen, Esko – Journal of Teaching in Physical Education, 2000
Reports the development and validation of video-based game-understanding tests in badminton for elementary and secondary students. The tests included different sequences that simulated actual game situations. Players had to solve tactical problems by selecting appropriate solutions and arguments for their decisions. Results suggest that the test…
Descriptors: Badminton, Comprehension, Elementary Secondary Education, Foreign Countries
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Shirinian, Ara – Performance Improvement, 2001
Discusses the importance of positive video game experiences and designs that can create them, including immediacy of feedback, allowing graceful recovery from mistakes, high-quality feedback, and input device mappings. Examines interface complexity. Concludes game designers must treat the interaction between human and video game as a formal…
Descriptors: Computer Games, Computer Interfaces, Design Preferences, Designers
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Deubel, Patricia – T.H.E. Journal, 2006
This article describes digital game-based learning (DGBL), the uniting of educational content with computer or online games, that holds the potential for a wealth of educational applications, if managed properly. DGBL motivates by virtue of being fun. It is versatile, can be used to teach almost any subject or skill, and, when used correctly, is…
Descriptors: Transfer of Training, Long Term Memory, Experiential Learning, Constructivism (Learning)
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Hansson, Thomas – Computer Assisted Language Learning, 2005
A pilot study at a local school explores a virtual world during English lessons. The objective of applying a Vygotskian experimental design to the study is to investigate the potential of software, interaction and integration related to problem-solving defined as text composition in a foreign language. Focus of research and practices is on the…
Descriptors: Interaction, Second Language Instruction, Integrated Activities, Video Games
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Johnson, Genevieve – E-Learning, 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, accessing 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, Video Games, Cognitive Processes, Internet
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