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Moulthrop, Stuart – Learning Inquiry, 2007
This article looks at some of the rhetoric surrounding video games and other forms of interactive software as additions or alternatives to school curricula. It focuses particularly on the need to articulate ways to "read" videogames in order to achieve significant cultural impact. Noting that reading, even as metaphor, tends to invoke…
Descriptors: Video Games, Figurative Language, Computer Software, Reading
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Lee, Joey J.; Hoadley, Christopher M. – Innovate: Journal of Online Education, 2007
In this article, Joey J. Lee and Christopher M. Hoadley argue that not enough attention has been given to video games' role in identity development and exploration, important corequisites for learning. This oversight has resulted in the failure of many attempts at edutainment, in spite of the acknowledged potential of video games to engage…
Descriptors: Empowerment, Video Games, Experiential Learning, Exhibits
Chronicle of Higher Education, 2007
This article presents a panel discussion at an interactive session at The Chronicle's Technology Forum which sought to explore how new generation of students change the image of campus culture. Richard T. Sweeney, university librarian at the New Jersey Institute of Technology (and the father of two Millennials as well as four other children),…
Descriptors: Internet, Video Games, Campuses, Information Technology
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Pirius, Landon K.; Creel, Gill – EDUCAUSE Quarterly, 2010
In an online class, it's not unusual to never see a teacher or classmates face-to-face. It's not unusual to interact with an instructor and classmates through discussion boards or e-mail and to get information through online documents and presentations rather than live lectures. In the spring of 2009 students in the online class "Warcraft:…
Descriptors: Online Courses, Asynchronous Communication, Course Content, Video Games
Lewis, Melissa L. – ProQuest LLC, 2009
Two theories guide two very different ideas about learning. Social cognitive theory (Bandura, 1977, 1989) places the greater emphasis on observational learning, or learning by watching a model produce a behavior before doing it oneself. Other researchers purport that experiential learning, or learning by doing, results in stronger learning (Kolb,…
Descriptors: Video Games, Self Efficacy, Observational Learning, Identification
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Takeuchi, Ken; Murakami, Manabu; Kato, Atsushi; Akiyama, Ryuichi; Honda, Hirotaka; Nozawa, Hajime; Sato, Ki-ichiro – Electronic Journal of e-Learning, 2009
The Faculty of Industrial Science and Technology at Tokyo University of Science developed a two-campus system to produce well-trained engineers possessing both technical and humanistic traits. In their first year of study, students reside in dormitories in the natural setting of the Oshamambe campus located in Hokkaido, Japan. The education…
Descriptors: Foreign Countries, Electronic Learning, Small Group Instruction, Science Instruction
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Olson, Cheryl K.; Kutner, Lawrence A.; Baer, Lee; Beresin, Eugene V.; Warner, Dorothy E.; Nicholi, Armand M., II – Applied Developmental Science, 2009
This research examined the potential relationship between adolescent problem behaviors and amount of time spent with violent electronic games. Survey data were collected from 1,254 7th and 8th grade students in two states. A "dose" of exposure to Mature-rated games was calculated using Entertainment Software Rating Board ratings of…
Descriptors: Video Games, Early Adolescents, Multiple Regression Analysis, Grade 8
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Devis-Devis, Jose; Peiro-Velert, Carmen; Beltran-Carrillo, Vicente J.; Tomas, Jose Manuel – Journal of Adolescence, 2009
This study examined screen media time usage (SMTU) and its association with personal and socioeconomic factors, as well as the effect of season and type of day, in a Spanish sample of 12-16 year-old school adolescents (N=323). The research design was a cross-sectional survey, in which an interviewer-administered recall questionnaire was used.…
Descriptors: State Schools, Research Design, Video Games, Structural Equation Models
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Jolley, Kristie – English Journal, 2008
Junior high school teacher Kristie Jolley believes students become more willing and motivated to practice reading strategies when they are "comfortable within their realm of literacy." Background knowledge of video games helps students succeed in understanding and enjoying game-based texts, which she incorporates into her classroom library as…
Descriptors: Video Games, Reading Strategies, Reading Motivation, Junior High School Students
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Satwicz, Tom; Stevens, Reed – International Journal of Computers for Mathematical Learning, 2008
This paper describes the use of quantities in video games by young people as part of a broader effort to understand thinking and learning across naturally occurring contexts of activity. Our approach to investigating the use of quantities in game play is ethnographic; we have followed eight children over a six-month period as they play their own…
Descriptors: Play, Video Games, Children, Interviews
Groff, Jennifer; Haas, Jason – Learning & Leading with Technology, 2008
When it comes to technologies like digital games, simulations, and social networking, teachers and students may find themselves at cross purposes. Often, students find that these technologies, so prevalent in their lives outside of school, are unwelcome in their classrooms. Many teachers can tell stories about the disruptive influence of video…
Descriptors: Video Games, Social Networks, Internet, Computer Uses in Education
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Scharrer, Erica; Leone, Ron – Human Communication Research, 2008
A sample of 118 U.S. 6th and 7th graders was used to examine early adolescents' views of whether video games negatively influence themselves, others of the same age, and younger others. Six specific games ranging in rating from E for Everyone to M for Mature were listed for the early adolescents to respond to, with questions asked about both…
Descriptors: Video Games, Social Cognition, Adolescents, Grade 7
Foster, Jacquelyn Michelle – ProQuest LLC, 2010
Schools in the United States are trying to achieve adequate yearly progress (AYP). Due to federal legislation changes in recent years that require schools to make AYP, there have been many discussions regarding how to achieve this when all subgroups are expected to perform at the same level. According to the literature, special education students…
Descriptors: Grade 3, Grade 4, Grade 5, Student Motivation
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Inal, Yavuz; Cagiltay, Kursat – British Journal of Educational Technology, 2007
This study examines children's flow experiences in an interactive social game environment. A total of 33 children aged from 7 to 9 years participated in the study for 6 weeks. Data were collected through observations and interviews. In order to measure the flow experiences of the children, items of a flow scale were administered to the children…
Descriptors: Children, Gender Differences, Observation, Interviews
Shreve, Jenn – George Lucas Educational Foundation, 2005
Kurt Squire knew something unusual was happening in his after-school Western civ program. His normally lackluster middle and high school students, who'd failed the course once already, were coming to class armed with strategies to topple colonial dictators. Heated debates were erupting over the impact of germs on national economies. Kids who…
Descriptors: Video Games, Teaching Methods, Student Motivation
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