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Oldaker, Adam – Voices from the Middle, 2010
This article describes the author's experience co-facilitating a project for which seventh-grade students designed and created original video games based on Madeleine L'Engle's "A Wrinkle in Time". The author provides an overview of recent literature on video game implementation in the classroom and explains how the project was designed and…
Descriptors: Video Games, Middle School Students, Language Arts, Teaching Methods
Offenholley, Kathleen – Journal of Mathematics Education at Teachers College, 2011
Video games have tremendous potential in mathematics education, yet there is a push to simply add mathematics to a video game without regard to whether the game structure suits the mathematics, and without regard to the level of mathematical thought being learned in the game. Are students practicing facts, or are they problem-solving? This paper…
Descriptors: Mathematics Instruction, Teaching Methods, Video Games, Educational Technology
Caine, Renate N.; Caine, Geoffrey – Teachers College Press, 2011
Why do video games fascinate kids so much that they will spend hours pursuing a difficult skill? Why don't they apply this kind of intensity to their schoolwork? These questions are answered by the authors who pioneered brain/mind learning with the publication of "Making Connections: Teaching and the Human Brain". In their new book, "Natural…
Descriptors: Video Games, Technology Integration, Brain, Cognitive Psychology
Brown, Stephen L.; Nobiling, Brandye D.; Teufel, James; Birch, David A. – Journal of School Health, 2011
Background: The activity patterns of children, especially after-school patterns, are receiving more professional attention. However, evidence regarding the value of various activities in children's lives is contradictory. The purpose of this study was to assess perceptions of discretionary activities, overscheduling, and levels of stress from…
Descriptors: Scheduling, Predictor Variables, Video Games, Time Management
Wheeler, Martyn D. – Physics Education, 2011
This article provides a detailed description of the use of Nintendo Wii game controllers in physics demonstrations. The main features of the controller relevant to physics are outlined and the procedure for communicating with a PC is described. A piece of software written by the author is applied to gathering data from a controller suspended from…
Descriptors: Physics, Science Experiments, Science Instruction, Video Games
Lazarou, D. – Journal of Computer Assisted Learning, 2011
The aim of this paper is to describe a methodology for using Cultural-Historical Activity Theory (CHAT) at the initial stages of the design process of an educational game, by exploring how the theory can be used as a framework for producing not only usable but also useful computer tools. The research also aimed to investigate how the theory could…
Descriptors: Design Requirements, Educational Games, Science Education, Science Instruction
Ochoa, Romulo; Rooney, Frank G.; Somers, William J. – Physics Teacher, 2011
The Wii is a very popular gaming console. An important component of its appeal is the ease of use of its remote controller, popularly known as a Wiimote. This simple-looking but powerful device has a three-axis accelerometer and communicates with the console via Bluetooth protocol. We present two experiments that demonstrate the feasibility of…
Descriptors: Physics, Science Experiments, College Science, Science Instruction
Raag, Tarja; Kusiak, Karen; Tumilty, Meredith; Kelemen, Anna; Bernheimer, Hilana; Bond, Jessica – Educational Psychology, 2011
This study evaluated factors within families that enhance kindergarten reading readiness of children and are also linked to maternal education (a common proxy for SES). We were interested in identifying factors that would be more accessible to families and school administrators as sources of potential change than broad and un-malleable reflections…
Descriptors: Social Class, School Readiness, Reading Readiness, Gender Differences
Petkov, Marin; Rogers, George E. – Journal of STEM Teacher Education, 2011
In the past several decades, technology has become a big part of American society. It has changed the way people interact with one another as well as how they proceed with everyday life. However, K-12 educational systems have been resistive to change, with most American schools still using traditional instruction in the classroom, consisting…
Descriptors: Elementary Secondary Education, Interaction, Conventional Instruction, Educational Technology
Pasnik, Shelley; Moorthy, Savitha; Hupert, Naomi; Llorente, Carlin; Silander, Megan; Dominguez, Ximena – Education Development Center, Inc., 2015
The study presented here addresses the question of how time spent viewing and playing with PBS KIDS educational, non-commercial media at home, in family settings, can foster positive outcomes for children and parents/caregivers. The study focused on PEG+CAT, a first-generation transmedia program designed to promote children's mathematics and…
Descriptors: Family Environment, Mathematics Skills, Access to Education, Public Television
Hunter-Johnson, Yvonne, Ed.; Cherrstrom, Catherine, Ed.; McGinty, Jacqueline, Ed.; Rhodes, Christy, Ed. – American Association for Adult and Continuing Education, 2021
The American Association for Adult and Continuing Education (AAACE) was founded in 1982 as the result of a merger between the National Association for Public and Continuing Adult Education (NAPCAE) and the Adult Education Association (AEA). This prestigious association is dedicated to the belief that lifelong learning contributes to human…
Descriptors: Conferences (Gatherings), Adult Education, Continuing Education, Lifelong Learning
McClarty, Katie Larsen; Orr, Aline; Frey, Peter M.; Dolan, Robert P.; Vassileva, Victoria; McVay, Aaron – Pearson, 2012
The use of simulations and digital games in learning and assessment is expected to increase over the next several years. Although there is much theoretical support for the benefits of digital games in learning and education, there is mixed empirical support. This research report provides an overview of the theoretical and empirical evidence behind…
Descriptors: Literature Reviews, Educational Games, Video Games, Educational Technology
Chen, Shang-Ti; Chiang, I-Tsun; Liu, Eric Zhi-Feng; Chang, Maiga – Turkish Online Journal of Educational Technology - TOJET, 2012
The purpose of this study was to develop appropriate somatosensory video game interventions on enhancing selective attention of institutional-dwelling elderly with disabilities. Fifty-eight participants aged 65[approximately]92 were recruited and divided into four groups, 4-week and 8-week experimental and two control groups, for evaluating the…
Descriptors: Disabilities, Quality of Life, Older Adults, Attention
Giesbrecht, Sheila – Education Canada, 2012
Play is important. Environmental educators Sobel and Louv write about the relationship between children and outside play and suggest that early transcendental experiences within nature allow children to develop empathetic orientations towards the natural world. Children who play out-of-doors develop an appreciation for the environment and…
Descriptors: Video Games, Recreational Activities, Play, Academic Achievement
Staiano, Amanda E.; Abraham, Anisha A.; Calvert, Sandra L. – Developmental Psychology, 2012
Exergames are videogames that require gross motor activity, thereby combining gaming with physical activity. This study examined the role of competitive versus cooperative exergame play on short-term changes in executive function skills, following a 10-week exergame training intervention. Fifty-four low-income overweight and obese African American…
Descriptors: Physical Activities, Intervention, Adolescents, Control Groups

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