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Wilson, Barbara J. – Future of Children, 2008
Noting that the social and emotional experiences of American children today often heavily involve electronic media, Barbara Wilson takes a close look at how exposure to screen media affects children's well-being and development. She concludes that media influence on children depends more on the type of content that children find attractive than on…
Descriptors: Altruism, Video Games, Aggression, Programming (Broadcast)
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Annetta, Leonard A. – Theory Into Practice, 2008
Today's K-20 students have been called, among other names, the net generation. As they matriculate through the education system, they are often exposed to materials and manipulatives used for the past 40 years, and not to the digital media to which they are accustomed. As student scores continue to regress from Grade 3 to Grade 12 and technical…
Descriptors: Video Games, Elementary Secondary Education, Grade 3, Grade 12
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Annetta, Leonard; Murray, Marshall; Gull Laird, Shelby; Bohr, Stephanie; Park, John – Journal of Technology and Teacher Education, 2008
This article describes a graduate distance education course at North Carolina State University, which combined science content and pedagogy with video game design. The course was conducted entirely in a synchronous, online, Virtual Learning Environment (VLE) through the ActiveWorlds[TM] platform. Inservice teachers enrolled as graduate students in…
Descriptors: Graduate Students, Student Attitudes, Video Games, Distance Education
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Larwin, Karen H.; Larwin, David A. – Behavior Modification, 2008
The Kaiser Family Foundation released a report entitled "Kids and Media Use" in the United States that concluded that children's use of media--including television, computers, Internet, video games, and phones--may be one of the primary contributor's to the poor fitness and obesity of many of today's adolescents. The present study examines the…
Descriptors: Obesity, Physical Activities, Video Games, Physical Activity Level
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Wilson, Janell D.; Casey, Linda H. – Reading Improvement, 2007
In an age where multi-media, such as video games and computer generated games, are consuming the lives of young adults, students are reading fewer novels and engaging less in recreational reading activities. Because of the ever-changing diverse student population teachers are searching for ways to be competitive motivators. Today, teachers need to…
Descriptors: Video Games, Recreational Reading, Middle School Students, High School Students
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Dibley, Jeremiah; Parish, Jamie – Science Scope, 2007
Funded by the U.S. Department of Education, a research project was conducted to evaluate the effectiveness of video games as inquiry-based learning experiences for the science classroom. As a result, the video game, "Creature Control: The Quest for Homeostasis" was developed and field-tested in select middle schools in the United States.…
Descriptors: Middle Schools, Learning Processes, Constructivism (Learning), Video Games
Perkins, Ross A.; Arreguin, Cathy – Learning & Leading with Technology, 2007
The communication and collaborative interface known as a multi-user virtual environment (MUVE), has existed since as early as the late 1970s. MUVEs refer to programs that have an animated character ("avatar") controlled by a user within a wider environment that can be explored--or built--at will. Second Life, a MUVE created by San Francisco-based…
Descriptors: Middle Schools, Distance Education, Immigrants, Migrants
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Nikirk, Martin – Tech Directions, 2007
New video and computer game ideas reach the stage of production by a company when they are "pitched" by game developers to game publishers. Learning how to "pitch" technology products has great educational value for technology education students. In this article, the author shares his experience with helping his students master…
Descriptors: Video Games, Pilot Projects, Technology Education, Computers
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Remley, Dirk – Community Literacy Journal, 2009
This essay presents a case study of the modes used in training employees at a munitions plant in Ohio between 1940 and 1945. Theories of multimodal discourse and learning advanced by The New London Group (1996), Gunther Kress and Theo Van Leeuwen (2001) and Richard Mayer (2001) inform this analysis. With an unskilled labor force and many workers…
Descriptors: United States History, War, Weapons, Manufacturing Industry
2003
Members met to discuss the various forms of interactive violence and the potential negative impact it has on children at this hearing. Statements made by the following individuals are included in this document: [Panel I]Senator Sam Brownback; Dr. David Walsh, President, National Institute on Media and the Family (additional documents); Mrs.…
Descriptors: Child Behavior, Federal Regulation, Government Role, Interactive Video
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Griffiths, Mark D. – Journal of Adolescence, 1991
Attempts to put ongoing U.S. and United Kingdom amusement machine debates into empirical perspective. Conducts comparative analysis of video games and fruit machines (slot machines) by examining incidence of play, sex differences and psychological characteristics of machine players, observational findings in arcade settings, alleged negative…
Descriptors: Adolescents, Children, Foreign Countries, Games
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Phillips, Carol A.; And Others – Journal of Adolescence, 1995
In an attempt to quantify the extent of home video game playing in a typical population of 11- to 16-year olds (n=816), it was found that 77.2% played video games. The most common pattern of play was daily, with most playing half an hour to an hour. A small population of players was identified whose behavior might be considered addictive. (JPS)
Descriptors: Early Adolescents, Questionnaires, Recreational Activities, Secondary Education
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Irwin, A. Roland; Gross, Alan M. – Journal of Family Violence, 1995
Assesses interpersonal aggression and aggression toward inanimate objects in a free-play setting where children played video games. Results indicated that subjects who played video games with aggressive content exhibited more object aggression during free-play and more interpersonal aggression during the frustrating situation than youngsters who…
Descriptors: Aggression, Behavioral Science Research, Children, Environmental Influences
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VanDeventer, Stephanie S.; White, James A. – Simulation & Gaming, 2002
Investigates the display of expert behavior by seven outstanding video game-playing children ages 10 and 11. Analyzes observation and debriefing transcripts for evidence of self-monitoring, pattern recognition, principled decision making, qualitative thinking, and superior memory, and discusses implications for educators regarding the development…
Descriptors: Child Development, Decision Making, Memory, Pattern Recognition
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Nikken, Peter; Jansz, Jeroen – Learning, Media & Technology, 2006
Through an Internet survey of 536 parent-child dyads, the authors researched which mediation strategies parents used to regulate videogaming by their children (8-18 years). Factor analyses revealed that both parents and children distinguished three types of parental mediation: (1) "restrictive mediation", (2) "active mediation", and (3)…
Descriptors: Television Viewing, Computers, Games, Video Games
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