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Clark, Douglas B.; Tanner-Smith, Emily; Hostetler, Andrew; Fradkin, Aryah; Polikov, Vadim – Journal of the Learning Sciences, 2018
Much research focuses on what might be possible with digital games in the classroom. This study focuses on what is currently probable and typical. It uses a controlled quasi-experimental design to compare outcomes for students of 13 teachers in 10 diverse urban, suburban, and rural schools. The teachers integrated a set of 55 typical educational…
Descriptors: Teaching Methods, Educational Games, Video Games, Quasiexperimental Design
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Derby, John – Art Education, 2014
This article adds to the small collection of art education studies on video games (Parks, 2008; Patton, 2013; Sweeny, 2010) by critically examining the association between violent video games, the U.S. military, and mental disability--from a critical disability studies perspective. Derby overviews the controversies surrounding violent video games…
Descriptors: Video Games, Violence, Art Education, Posttraumatic Stress Disorder
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Johnson, Genevieve Marie; Oliver, Rhonda – Australian Journal of Indigenous Education, 2014
The uptake of small screen technology by adolescents is widespread, particularly in industrial nations. Whether the same is true for Australian Aboriginal youth is less clear as there is a dearth of research in this regard. Therefore, in this exploratory study the use of small screen technology by Indigenous students was examined. Twenty-four…
Descriptors: Foreign Countries, Technology Uses in Education, Adolescents, Indigenous Populations
Ferguson, Terri Lynn Kurley – ProQuest LLC, 2014
This study examined the impact of digital game-based learning (DGBL) on mathematics achievement in a rural high school setting in North Carolina. A causal comparative research design was used in this study to collect data to determine the effectiveness of DGBL in high school Algebra 1 classes. Data were collected from the North Carolina…
Descriptors: Mathematics Achievement, Rural Schools, High School Students, Technology Uses in Education
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Hamlen, Karla R. – Journal of Educational Computing Research, 2013
Prior research has found common trends among children's video game play as related to gender, age, interests, creativity, and other descriptors. This study re-examined the previously reported trends by utilizing principal components analysis with variables such as creativity, general characteristics, and problem-solving methods to determine…
Descriptors: Video Games, Creative Thinking, Children, Factor Analysis
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Gee, James Paul – Educational Horizons, 2013
Today there is a great deal of interest in and a lot of hype about using video games in schools. Video games are a new silver bullet. Games can create good learning because they teach in powerful ways. The theory behind game-based learning is not really new, but a traditional and well-tested approach to deep and effective learning, often…
Descriptors: Video Games, Learning Experience, Language Acquisition, Problem Solving
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Adachi, Paul J. C.; Willoughby, Teena – Journal of Adolescent Research, 2013
We argue that video game play may meet Larson's (2000) criteria for fostering initiative in youth, and thus, may be related to positive outcomes such as flow, cooperation, problem solving, and reduced in-group bias. However, developmental and social psychologists examining adolescent video game use have focused heavily on how video games are…
Descriptors: Video Games, Adolescents, Adolescent Development, Violence
Wang, Huadong – ProQuest LLC, 2013
In the modern information age, the quantity and complexity of spatiotemporal data is increasing both rapidly and continuously. Sensor systems with multiple feeds that gather multidimensional spatiotemporal data will result in information clusters and overload, as well as a high cognitive load for users of these systems. To meet future…
Descriptors: Data, Organization, Interaction, Navigation (Information Systems)
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Beavis, Catherine; Walsh, Christopher; Bradford, Clare; O'Mara, Joanne; Apperley, Thomas; Gutierrez, Amanda – English in Australia, 2015
The need for English and literacy curriculum to connect with young people's lifeworlds to build bridges and frames of reference that connect traditional English curriculum with digital texts and literacies, are increasing priorities in curriculum frameworks in Australia and elsewhere. This paper reports on a project in which the authors worked…
Descriptors: English Instruction, English Curriculum, Heuristics, Teaching Methods
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Aibar Solana, Alberto; Bois, Julien E.; Zaragoza, Javier; Bru, Noëlle; Paillard, Thierry; Generelo, Eduardo – Research Quarterly for Exercise and Sport, 2015
Purpose: The aim of this study was to determine and compare the correlates of objective sedentary behavior (SB) and nonschool self-reported SB in adolescents from 2 midsized cities, 1 in France (Tarbes) and 1 in Spain (Huesca). Stability of objective SB and nonschool self-reported SB were also assessed at different time points during 1 academic…
Descriptors: Correlation, Life Style, Health Behavior, Physical Activity Level
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Kuo, Melissa H.; Magill-Evans, Joyce; Zwaigenbaum, Lonnie – Autism: The International Journal of Research and Practice, 2015
Adolescents with autism spectrum disorder spend considerable time in media activities. Parents play an important role in shaping adolescents' responses to media. This study explored the mediation strategies that parents of adolescents with autism spectrum disorder used to manage television and video game use, factors associated with their use of…
Descriptors: Television Viewing, Autism, Pervasive Developmental Disorders, Video Games
Delanoy, Werner, Ed.; Eisenmann, Maria, Ed.; Matz, Frauke, Ed. – Peter Lang Publishing Group, 2015
"Learning with Literature in the EFL Classroom" provides a comprehensive, in-depth and state-of-the-art introduction to literature learning in EFL contexts. Paying attention to both theoretical and practical concerns, the study focuses on a wide range of literary genres, different age and ability groups and new topics for literature…
Descriptors: English (Second Language), Literature, Teaching Methods, Literacy
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Main, Susan; O'Rourke, John; Morris, Julia; Dunjey, Helen – Issues in Educational Research, 2016
The way in which technologies support students with disability has been widely explored in recent times. Much of this research has focused on computer programs specifically designed to teach social and academic skills to students with disability. In the research reported in this paper we examined how students with disability could use technology…
Descriptors: Video Games, Educational Technology, Disabilities, Technology Uses in Education
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Bouris, Alida; Mancino, Jenny; Jagoda, Patrick; Hill, Brandon J.; Gilliam, Melissa – Sex Education: Sexuality, Society and Learning, 2016
This paper presents findings from a focus group study conducted to evaluate "The Source," an alternate reality game (ARG). ARGs are a relatively new genre of interactive digital games that use a variety of media to engage game players. We developed modules on sexual health, sexual orientation, and homophobia in a game that was delivered…
Descriptors: Adolescents, Sexuality, Sex Education, Simulated Environment
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Slussareff, Michaela; Bohácková, Petra – Digital Education Review, 2016
This paper compares two kinds of educational treatment within location-based game approach; learning by playing a location-based game and learning by designing a location-based game. Two parallel elementary school classes were included in our study (N = 27; age 14-15). The "designers" class took part in the whole process of game design…
Descriptors: Design, Video Games, Elementary School Students, Student Participation
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