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Curriculum Review, 2004
Each month, "Curriculum Review" offers teachers mutual support, the sharing of ideas, and words of encouragement to help them face challenges in the classroom. The September 2004 issue of "Curriculum Review" contains the following articles: (1) "We Hear from Readers"; (2) "What They're Saying"; (3) "Surf These Web Sites"; (4) "Technology Update";…
Descriptors: Program Effectiveness, Research Papers (Students), Information Retrieval, Internet
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Shrimpton, Bradley; Hurworth, Rosalind – Journal of Educational Multimedia and Hypermedia, 2005
Recently the Centre for Program Evaluation (CPE) at the University of Melbourne was approached by a mental health agency to undertake the unique and challenging task of evaluating a prototype CD-ROM based adventure game designed for young people recovering from psychosis. This unusual and inventive game, titled Pogo's Pledge, used…
Descriptors: Evaluation, Young Adults, Late Adolescents, Young Adults
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Shaffer, David Williamson – Innovate: Journal of Online Education, 2005
In an article in this issue of "Innovate", Jim Gee asks the question "What would a state of the art instructional video game look like?" Based on the game "Full Spectrum Warrior", he concludes that one model is "to pick [a] domain of authentic professionalism well, intelligently select the skills and knowledge to…
Descriptors: Educational Games, Video Games, Learning Theories, Epistemology
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Krahe, Barbara; Moller, Ingrid – Journal of Adolescence, 2004
The relationship was examined between exposure to and preference for violent electronic games and aggressive norms as well as hostile attributional style. Following a pilot study to sample widely used electronic games varying in violent content, 231 eighth-grade adolescents in Germany reported their use of and attraction to violent electronic…
Descriptors: Foreign Countries, Adolescents, Norms, Gender Differences
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Trout, Josh; Zamora, Karra – Teaching Elementary Physical Education, 2005
Sedentary lifestyles are often to blame for overweight and obesity, which is the second leading cause of preventable deaths in the U.S. (USDHHS, 2001). While video games have historically been identified as the culprit of inactivity, new interactive video games make participants break a sweat. Some physical educators have begun integrating this…
Descriptors: Video Games, Interactive Video, Physical Education, Dance
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Schrader, P. G.; Zheng, Dongping; Young, Michael – Innovate: Journal of Online Education, 2006
P.G. Schrader, Dongping Zheng, and Michael Young examine how preservice teachers' personal experiences with video games inform their views of gaming in the classroom. They link the results of their study to current literature and conclude that preservice teachers' experiences steer them away from game genres such as massively multiplayer online…
Descriptors: Preservice Teacher Education, Preservice Teachers, Video Games, Exhibits
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Steinkuehler, Constance A. – Mind, Culture, and Activity, 2006
This article has two primary goals: (a) to illustrate how a closer analysis of language can lead to fruitful insights into the activities that it helps constitute, and (b) to demonstrate the complexity of the practices that make up Massively Multiplayer Online Gaming (MMOGaming) through just such an analysis. The first goal is in response to the…
Descriptors: Video Games, Discourse Analysis, Aptitude Treatment Interaction, Cognitive Style
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Peppler, Kylie A.; Kafai, Yasmin B. – Learning, Media and Technology, 2007
Based on work in media studies, new literacy studies, applied linguistics, the arts and empirical research on the experiences of urban youths' informal media arts practices, we articulate a new vision for media education in the digital age that encompasses new genres, convergence, media mixes and participation. We first outline the history of how…
Descriptors: Urban Youth, Informal Education, Ethnography, Production Techniques
November, Alan – Technology & Learning, 2007
It is ironic that in too many schools, educators label students' personal tools or digital containers, such as blogs, iPod, Instant Messenger, YouTube, and video games as hindrances to teaching. They have decided that these effective learning tools are inappropriate for school and learning. If educators could get past their fear of the unknown and…
Descriptors: Global Approach, Video Games, Social Responsibility, Ethics
Pracana, Clara, Ed. – Online Submission, 2014
We are delighted to welcome you to the International Psychological Applications Conference and Trends 2014, taking place in Porto, Portugal, from 4 to 6 of April. Psychology, in our time, offers a large range of scientific fields where it can be applied. The goal of understanding individuals and groups (mental functions and behavioral…
Descriptors: Educational Psychology, Foreign Countries, Intervention, Prevention
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Simonson, Michael, Ed. – Association for Educational Communications and Technology, 2014
For the thirty-seventh year, the Research and Theory Division and the Division of Instructional Design of the Association for Educational Communications and Technology (AECT) sponsored the publication of these Proceedings. Papers published in this volume were presented at the annual AECT Convention in Jacksonville, Florida. This year's Proceedings…
Descriptors: Research and Development, Web Sites, Educational Technology, Technology Uses in Education
Kafai, Yasmin B., Ed.; Peppler, Kylie A., Ed.; Chapman, Robbin N., Ed. – Teachers College Press, 2009
This book is about the Computer Clubhouse--the idea and the place--that inspires youth to think about themselves as competent, creative, and critical learners. So much of the social life of young people has moved online and participation in the digital public has become an essential part of youth identities. The Computer Clubhouse makes an…
Descriptors: Creativity, Evaluators, Social Life, Video Games
Warren, Scott J.; Dondlinger, Mary Jo; Barab, Sasha A. – Journal of Research on Technology in Education, 2008
Two major obstacles to using problem-based learning methods with writing in elementary school classrooms are the time it takes to design the learning environment and the time required for students to interact at their own pace with ill-structured problems used to spur student writing. This study examined whether game elements could be used along…
Descriptors: Problem Based Learning, Educational Environment, Teaching Methods, Elementary School Students
Montana Office of Public Instruction, 2011
The Youth Risk Behavior Survey (YRBS) is an epidemiologic surveillance system that was established by the U.S. Centers for Disease Control and Prevention (CDC) to help monitor the prevalence of behaviors that not only influence youth health, but also put youth at risk for the most significant health and social problems that can occur during…
Descriptors: Reservation American Indians, American Indian Students, Comparative Analysis, Urban Schools
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Kennedy, Craig H.; Souza, Geri – Journal of Applied Behavior Analysis, 1995
Four studies analyzed eye poking behavior of a youth with profound disabilities. Results demonstrated substantive reductions in the frequency of eye poking when goggles were worn and when a video game was provided as a competing source of visual stimulation and as a reinforcer. Music was less effective in reducing eye poking. (Author/DB)
Descriptors: Adolescents, Behavior Modification, Behavior Problems, Case Studies
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