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Pelletier, Caroline; Oliver, Martin – Learning, Media & Technology, 2006
There is growing interest in the use of games for educational purposes, particularly with regard to teaching curriculum subjects. Much of the research, however, has focused either on the content of games or the learning theory they illustrate. This paper presents a methodology that allows for an examination of how players learn to play. The focus…
Descriptors: Teaching Methods, Research Methodology, Learning Theories, Play
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
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
Aarsand, Pal Andre – Childhood: A Global Journal of Child Research, 2007
In this ethnographic study of family life, intergenerational video and computer game activities were videotaped and analysed. Both children and adults invoked the notion of a digital divide, i.e. a generation gap between those who master and do not master digital technology. It is argued that the digital divide was exploited by the children to…
Descriptors: Age Differences, Video Games, Family Life, Ethnography
Jenson, Jennifer; Taylor, Nicholas; de Castell, Suzanne – E-Learning, 2007
This article documents the design and development of an online tutorial for student and practising teachers at York University, Canada, that familiarizes them with the ethical and legal aspects of teaching. In particular, it focuses on the key design decisions that were made, emphasizing how these were also deeply "pedagogical"…
Descriptors: Foreign Countries, Intelligent Tutoring Systems, Student Teachers, Teaching (Occupation)
Lieberman, Debra A. – 1998
This study examined whether video games could be effective health education and therapeutic interventions for children and adolescents with diabetes. KIDZ Health Software developed a game about diabetes self-management, and tested its effectiveness for children with diabetes. The Packy and Marlon Super Nintendo video game promotes fun,…
Descriptors: Adolescents, Children, Diabetes, Educational Games
Crawford, Deborah L. – Online Submission, 2006
Background: Virtual learning has exploded with the growth in broadband connectivity. The challenge for today's educational leaders is to integrate the research indicating cognitive changes in today's students with online K-12 offerings in order to fully maximize technological advances and close access and academic gaps. Purpose: To inform both…
Descriptors: High School Students, Academic Achievement, Video Games, Online Courses
von Feilitzen, Cecilia, Ed.; Carlsson, Ulla, Ed. – 2000
This document consists of three sources which compile research on the influence of media sex and violence on children's development. The first is a collection of articles on children and the media; the remaining two are bibliographies of research--one on pornography and sex in the media, the other on video and computer games. The articles in the…
Descriptors: Aggression, Annotated Bibliographies, Childhood Attitudes, Children
Peer reviewedRicci, Katrina E. – Journal of Interactive Instruction Development, 1994
Research conducted at the Naval Training Systems Center in Orlando, Florida, investigated the acquisition and retention of basic knowledge with subject matter presented in the forms of text, test, and game. Results are discussed in terms of the effectiveness of computer-based games for military training. (Author/AEF)
Descriptors: Ability Identification, Computer Assisted Instruction, Educational Games, Instructional Effectiveness
Peer reviewedFunk, Jeanne B.; Buchman, Debra D. – Pediatric Annals, 1995
Reviews the literature on: (1) health-related effects of video games (VGs), including seizures, physiologic responses, and musculoskeletal injuries; (2) eye-hand coordination in VGs; (3) psychological adjustment related to VGs, including possible psychopathologies and violence-related effects; and (4) the educational impact of VGs. Also examines…
Descriptors: Adolescent Behavior, Adolescents, Aggression, Child Behavior
Peer reviewedBlumberg, Fran C.; Hollander, Brocha; Genovese, Julia I. – Gifted Child Quarterly, 2001
Before playing a video game, 47 gifted second graders and 47 gifted fifth graders were instructed to adopt an evaluative, process, outcome, or no specific goal focus while playing. Older children showed better performance overall and their best performance when instructed to adopt an evaluative goal. Younger children showed their worst performance…
Descriptors: Achievement Need, Age Differences, Attention Span, Elementary Education
Habraken, Clarisse L. – Journal of Science Education and Technology, 2004
Today's "out-of-school learning" is dominated by PC games, videos, and TV. These media provide children with optimal conditions for nurturing their visuospatial intelligence. In "chemistry" and biochemistry, over the past 125 years, thinking has shifted from the "logical-mathematical" to the "logical-visuospatial." In chemistry visuospatial…
Descriptors: Chemistry, Science Instruction, Spatial Ability, Computers
Shih, Timothy K.; Chang, Ya-Fung; Hsu, Hun-Hui; Wang, Ying-Hong; Chen, Yung-Hui – Interactive Technology and Smart Education, 2004
Distance education has been an important research issue of multimedia computing and communication. Since the instructional activities are implemented on cyberspace, how to control behaviors of students and to increase the degree of communication awareness have been a challenging issue. We propose a system based on the scaffolding theory. Behaviors…
Descriptors: Video Games, Distance Education, Computer Simulation, Educational Technology
Vandewater, Elizabeth A.; Shim, Mi-suk; Caplovitz, Allison G. – Journal of Adolescence, 2004
This study examined the links between childhood obesity, activity participation and television and video game use in a nationally representative sample of children (N=2831) ages 1-12 using age-normed body mass index (BMI) ratings. Results indicated that while television use was not related to children's weight status, video game use was. Children…
Descriptors: Obesity, Video Games, Childrens Television, Participation
Jason, Leonard A.; Danielewicz, Jennifer; Mesina, Anna – Journal of Early and Intensive Behavior Intervention, 2005
American children spend an average of 6 hours and 32 minutes each day using various forms of media. Research has suggested that this high level of exposure has a negative impact on children's attitudes and behaviors. For example, media violence increases aggression in children, especially video games which allows children to be the aggressor and…
Descriptors: Obesity, Violence, Video Games, Rewards

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