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Bernhardt, Jay M.; Chaney, J. Don; Chaney, Beth H.; Hall, Amanda K. – Health Education & Behavior, 2013
Health education researchers have continued to explore creative new ways to leverage the Internet and diverse new media applications to increase the efficacy of their interventions. The number of new media and health education studies continues to grow, as does the number of manuscripts related to new media that are submitted to "Health…
Descriptors: Health Education, Internet, Educational Research, Health Promotion
Ewais, Ahmed; De Troyer, Olga – International Journal of Virtual and Personal Learning Environments, 2014
The use of 3D and Virtual Reality is gaining interest in the context of academic discussions on E-learning technologies. However, the use of 3D for learning environments also has drawbacks. One way to overcome these drawbacks is by having an adaptive learning environment, i.e., an environment that dynamically adapts to the learner and the…
Descriptors: Virtual Classrooms, Computer Simulation, Questionnaires, Electronic Learning
Stansbury, Jessica A.; Wheeler, Evangeline A.; Buckingham, Justin T. – Computers in the Schools, 2014
Technological advancements and growing dependence on media outlets as sources of information compete for the attention of individuals born in a rapidly expanding digital age. As a result, educators using traditional, nondigital teaching methods struggle with keeping students engaged in the classroom. The present study assessed the extent to which…
Descriptors: Video Games, Technology Uses in Education, Statistics, Introductory Courses
Mills, Leila A.; Lin, Lin – International Association for Development of the Information Society, 2014
This paper examines literature on the development of self-knowledge for possible selves--how an individual thinks about oneself and one's potential future selves (Markus & Nurius, 1986). Future science selves research, a recent offshoot of possible selves theories, centers on the development and loss of future possible scientific selves and…
Descriptors: Self Concept, Persistence, Careers, Vocational Interests
Sweetser, Penelope; Johnson, Daniel; Ozdowska, Anne; Wyeth, Peta – Australasian Journal of Early Childhood, 2012
In this paper we report some initial findings from our investigations into the Australian Government's Longitudinal Study of Australian Children dataset. It is revealed that the majority of Australian children are exceeding the government's Screen Time recommendations and that most of their screen time is spent as TV viewing, as opposed to video…
Descriptors: Computer Uses in Education, Foreign Countries, Play, Video Games
Shaffer, Jeannette R. – ProQuest LLC, 2012
The objective of this study was to examine the relationship between the self-reported demographic characteristics of high school students that play games online and their social preferences when playing offline and online. Adolescents are using communication tools while playing games to meet new people, learn new strategies, and maintain…
Descriptors: High School Students, Student Characteristics, Computer Games, Social Influences
Kowert, Rachel; Griffiths, Mark D.; Oldmeadow, Julian A. – Bulletin of Science, Technology & Society, 2012
The present study sought to examine the extent to which the cultural portrayal of online gamers, often in comical, caricatured, or sensational forms, has become transformed into sets of cognitive associations between the category and traits. A total of 342 participants completed an online survey in which they rated how applicable each of a list of…
Descriptors: Social Status, Organizations (Groups), Role Playing, Stereotypes
Jiow, Hee Jhee; Lim, Sun Sun – Bulletin of Science, Technology & Society, 2012
Video games have grown in number, variety, and consumer market penetration, encroaching more aggressively into the domestic realm. Within the home therefore, parents whose children play video games have to exercise mediation and supervision. As video games evolve, parental mediation strategies have also had to keep pace, albeit not always…
Descriptors: Television Viewing, Video Games, Computers, Television
Cai, Sean X.; Kornspan, Alan S. – Strategies: A Journal for Physical and Sport Educators, 2012
The physical activity patterns of students with disabilities have been studied in order to understand how much moderate and vigorous daily physical exercise is obtained. Literature suggests that students with disabilities are less physically active as compared to children without disabilities. As a result of being less physically active, these…
Descriptors: Adapted Physical Education, Exercise, Racquet Sports, Video Games
Montola, Markus – Simulation & Gaming, 2012
This article combines the paradigm of social constructionism with the developing field of ludology. As games are intersubjective meaning-making activities, their study requires understanding of the nature of social constructions, and how such constructions are produced and interpreted: The formalist nature of ludological core concepts such as game…
Descriptors: Epistemology, Social Theories, Social Environment, Cultural Context
Shayne, Rachel K.; Fogel, Victoria A.; Miltenberger, Raymond G.; Koehler, Shannon – Journal of Applied Behavior Analysis, 2012
We compared the effects of exergaming and traditional physical education on physical activity among 4 active children who were not overweight and who had experience with the exergaming activities prior to the study. Results showed that exergaming produced substantially higher percentages of physical activity and opportunity to engage in physical…
Descriptors: Physical Education, Physical Activities, Grade 3, Elementary School Students
Bastiaens, Theo, Ed. – Association for the Advancement of Computing in Education, 2022
The Association for the Advancement of Computing in Education (AACE) is an international, non-profit educational organization. The Association's purpose is to advance the knowledge, theory, and quality of teaching and learning at all levels with information technology. The "EdMedia + Innovate Learning" conference took place in New York,…
Descriptors: Educational Technology, Flipped Classroom, Online Courses, Student Projects
Anagnostou, Kostas; Pappa, Anastasia – International Journal of Game-Based Learning, 2011
In this work, the authors analyze the video game genres' features and investigate potential mappings to specific didactic approaches in the context of Physics education. To guide the analysis, the authors briefly review the main didactic approaches for Physics and identify qualities that can be projected into game features. Based on the…
Descriptors: Video Games, Teaching Methods, Technology Uses in Education, Educational Technology
Linek, Stephanie B.; Marte, Birgit; Albert, Dietrich – International Journal of Game-Based Learning, 2011
Most game-designers likely stick to the assumption that background music is a design feature for fostering fun and game play. From a psychological point of view, these (intuitive) aspects act upon the intrinsic motivation and the flow experience of players. However, from a pure cognitive perspective on instructional design, background music could…
Descriptors: Educational Games, Video Games, Music, Influences
Bergen, Doris; Davis, Darrel – American Journal of Play, 2011
Many early developmental theorists such as Freud, Erikson, Piaget, and Vygotsky suggested that play--which the authors of this article define as both playful activity and playful thought--had the power to influence the moral emotions, behaviors, and reasoning of children. More recent researchers have also found evidence of moral development in…
Descriptors: Play, Moral Development, Video Games, Information Technology

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