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Ypsilanti, Antonia; Vivas, Ana B.; Räisänen, Teppo; Viitala, Matti; Ijäs, Tuula; Ropes, Donald – Education and Information Technologies, 2014
Aging diversity in organizations creates potential challenges, particularly for knowledge management, skills update and skills obsolescence. Intergenerational learning (IGL) involves knowledge building, innovation and knowledge transfer between generations within an organization (Ropes 2011). Serious games refer to the use of computer games in…
Descriptors: Aging (Individuals), Intergenerational Programs, Video Games, Computer Games
Mathur, Charu; Stigler, Melissa; Lust, Katherine; Laska, Melissa – Health Education & Behavior, 2014
Little is known about the complex patterning of weight-related health behaviors in 2-and 4-year college students. The objective of this study was to identify and describe unique classes of weight-related health behaviors among college students. Latent class analysis was used to identify homogenous, mutually exclusive classes of nine health…
Descriptors: Body Weight, Health Behavior, College Students, Two Year College Students
White, Matthew M. – International Journal of Game-Based Learning, 2012
Contemporary digital games do little to help novice and disadvantaged players wanting to learn to play. The novice-expert divide is a significant barrierfor entry for disadvantaged groups who want to play digital games; this is especially true for women (Jenson, Fisher, & De Castell, 2011). In response to this problem, three new tutorial…
Descriptors: Design, Video Games, Computer Games, Barriers
Hayes, Elisabeth R., Ed.; Duncan, Sean C., Ed. – Peter Lang New York, 2012
As video games have become an important economic and cultural force, scholars are increasingly trying to better understand the ways that engagement with games may drive learning, literacy, and social participation in the twenty-first century. In this book, the authors consider games and just as importantly, the social interactions around games,…
Descriptors: Socialization, Video Games, Epistemology, Multiple Literacies
Biles, Melissa – Cultural Studies of Science Education, 2012
This response to Leah A. Bricker and Phillip Bell's paper, "GodMode is his video game name", examines their assertion that the social nexus of gaming practices is an important factor to consider for those looking to design STEM video games. I propose that we need to go beyond the investigation into which aspects of games play a role in learning,…
Descriptors: Video Games, Social Environment, Learning Processes, STEM Education
Zagal, Jose P.; Tomuro, Noriko; Shepitsen, Andriy – Simulation & Gaming, 2012
Natural language processing (NLP) is a field of computer science and linguistics devoted to creating computer systems that use human (natural) language as input and/or output. The authors propose that NLP can also be used for game studies research. In this article, the authors provide an overview of NLP and describe some research possibilities…
Descriptors: Literature Reviews, Research Tools, Computational Linguistics, Research Needs
Hertlein, Katherine M.; Hawkins, Blendine P. – Qualitative Report, 2012
Although the challenges around participation in online gaming grow, gamers and their partners who experience online relationship issues related to gaming, present a new set of treatment challenges for therapists. In this article, we report on the findings of a hermeneutic research study aimed at evaluating the scholarly literature related to…
Descriptors: Marriage Counseling, Video Games, Literature Reviews, Journal Articles
Grieshaber, Susan; Shield, Paul; Luke, Allan; Macdonald, Shelly – Journal of Early Childhood Literacy, 2012
The combined impact of social class, cultural background and experience upon early literacy achievement in the first year of schooling is among the most durable questions in educational research. Links have been established between social class and achievement but literacy involves complex social and cognitive practices that are not necessarily…
Descriptors: Social Class, Educational Research, Family Literacy, Emergent Literacy
Abrams, Sandra Schamroth; Rowsell, Jennifer – Journal on School Educational Technology, 2011
Twenty-first century education includes dynamic learning that is complicated by interactions in both fixed and protean virtual spaces, and it is important to consider the degree of power, agency, and awareness students have as producers and consumers of interactive technology. Outside of school, students engage in meaning making practices, and…
Descriptors: Virtual Classrooms, Longitudinal Studies, Adolescents, Critical Literacy
King, Elizabeth – International Journal of Game-Based Learning, 2011
Interactive technologies provide today's youth a low stakes sandbox to collect experiences (Gee, 2004) and try tasks and identities (Gee, 1991) that push the boundaries of "known" and open up the world of possibility. Pairing affordances of video games with the possible selves framework (Markus & Nurius, 1986), research involved…
Descriptors: Adolescents, At Risk Persons, Males, Educational Games
Dong, Xiao; Yoshida, Ken; Stoffregen, Thomas A. – Journal of Experimental Psychology: Applied, 2011
Everyday experience suggests that drivers are less susceptible to motion sickness than passengers. In the context of inertial motion (i.e., physical displacement), this effect has been confirmed in laboratory research using whole body motion devices. We asked whether a similar effect would occur in the context of simulated vehicles in a visual…
Descriptors: Video Games, Diseases, Motion, Visual Perception
Dill, Karen E.; Redding, Richard E.; Smith, Peter K.; Surette, Ray; Cornell, Dewey G. – New Directions for Youth Development, 2011
Developmental research on social influences on adolescents can guide practices aimed to prevent homicidal youth violence. School shootings have repeatedly raised questions about the contributory role of bullying and entertainment violence, how news media publicity might produce copycat crimes, and whether stiffer criminal sanctions might have a…
Descriptors: Evidence, Publicity, Prosocial Behavior, Violence
McClintock, Scott – Mathematics Teacher, 2011
The use of data is critical to the teaching of probability and statistics. At the very least, data should be provided within a meaningful context rather than presented as a generic, meaningless collection of numbers. Students often respond better, however, when working with data that they have gathered themselves. Having students collect data is a…
Descriptors: Video Games, Statistics, Probability, Mathematical Concepts
Adams, Caralee – Instructor, 2011
When kids play video games, they want to perfect their skills, advance to the next level, and become a master. It is the kind of focus that many teachers would love to see in their classrooms. From elementary through high school, computer games are being woven into the curriculum to engage students in new ways. However, many schools lack the…
Descriptors: Expertise, Play, Video Games, Web Sites
Johnson, Matthew; Riel, Richard; Germain-Froese, Bernie – Canadian Teachers' Federation, 2016
To get a better understanding of how networked technologies are impacting teachers and their teaching practices, in 2015 MediaSmarts partnered with the Canadian Teachers' Federation to survey 4,043 K-12 teachers and school administrators who were teaching in classroom settings across the country. The survey explored the extent to which networked…
Descriptors: Computer Networks, Computer Uses in Education, Foreign Countries, Use Studies

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