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Calef, Chris; Vilbrandt, Turlif; Vilbrandt, Carl; Goodwin, Janet; Goodwin, James – 2002
As museums and educators struggle with the challenges of presenting their material in a digital format, many overlook the application that has spearheaded the development of virtual reality for the average consumer: 3D realtime game engines. These 3D game engines offer greater versatility, usability, maturity, simulation, and codebase than most…
Descriptors: Computer Games, Computer Simulation, Foreign Countries, Higher Education
Peer reviewedStrommen, Erik F. – Human-Computer Interaction, 1993
Describes a study conducted by the Children's Television Workshop that tested two forms of Sesame Street character movement (i.e., discrete movement versus continuous motion) with three-year-old preschool children using a Nintendo controller. Cognitive factors governing children's game performance and implications for designing interactive…
Descriptors: Analysis of Variance, Cognitive Development, Computer Games, Input Output Devices
Peer reviewedBeavis, Catherine – English in Australia, 1998
Provides support for using computer games in the English curriculum, as texts of the new technologies, to strengthen links between students' in-school and out-of-school worlds. Claims that far from presenting a threat to accepted literacy practices, the games help students gain an awareness of how texts work and become more reflexive about the…
Descriptors: Computer Games, Curriculum Design, Elementary Education, English Curriculum
Peer reviewedSubrahmanyam, Kaveri; Kraut, Robert E.; Greenfield, Patricia M.; Gross, Elisheva F. – Future of Children, 2000
Research on the effects of home computer use on children's development indicates that: computer access increases total time spent with the television or computer rather than other activities; computer games can build computer literacy; home computer use slightly increases academic performance; increased Internet use may increase loneliness and…
Descriptors: Child Development, Cognitive Development, Computer Games, Computers
Granger, Stewart; Dekkers, Makx; Weibel, Stuart L.; Kirriemuir, John; Lensch, Hendrik P. A.; Goesele, Michael; Seidel, Hans-Peter; Birmingham, William; Pardo, Bryan; Meek, Colin; Shifrin, Jonah; Goodvin, Renee; Lippy, Brooke – D-Lib Magazine, 2002
One opinion piece and five articles in this issue discuss: digital preservation infrastructure; accomplishments and changes in the Dublin Core Metadata Initiative in 2001 and plans for 2002; video gaming and how it relates to digital libraries and learning technologies; overview of a music retrieval system; and the online version of the…
Descriptors: Computer Games, Electronic Libraries, Information Retrieval, Information Systems
Peer reviewedFarrace-DiZinno, Anna Marie; Douglas, Graham; Houghton, Stephen; Lawrence, Vivienne; West, John; Whiting, Ken – British Journal of Educational Technology, 2001
Describes a study that recorded the type and severity of body movements of 79 boys with ADHD (attention deficit hyperactivity disorder) and 67 non-ADHD boys while playing a computer video game. Results of multivariate analysis of variance showed no statistically significant differences in body movements between ADHD and non-ADHD boys. (Author/LRW)
Descriptors: Attention Deficit Disorders, Body Language, Comparative Analysis, Computer Games
Prayaga, Lakshmi; Coffey, John W. – Journal of Educational Technology, 2008
Several studies have demonstrated that games have been effectively used as an instructional strategy to motivate and engage students. This paper presents the use of the process of game development as an instructional strategy to promote higher order thinking skills. An analysis of the various aspects of game development including graphics,…
Descriptors: Computer Games, Educational Games, Thinking Skills, Critical Thinking
Robertson, Michael James – ProQuest LLC, 2009
Digital games and simulations are receiving considerable notice within the library and information science (LIS) community. This study adds to the depth of knowledge in this area by providing research on the likelihood a hypothetical digital game delivery method for library instruction achieves sufficient adoption to justify its development.…
Descriptors: Information Science Education, Scaling, Academic Libraries, Information Science
Sánchez, Inmaculada Arnedillo, Ed.; Isaías, Pedro, Ed. – International Association for Development of the Information Society, 2013
These proceedings contain the papers of the International Conference on Mobile Learning 2013, which was organised by the International Association for Development of the Information Society, in Lisbon, Portugal, March 14-16, 2013. The Mobile Learning 2013 International Conference seeks to provide a forum for the presentation and discussion of…
Descriptors: Conference Papers, Telecommunications, Technology Uses in Education, Educational Technology
Shute, Valerie J.; Ventura, Matthew; Bauer, Malcolm; Zapata-Rivera, Diego – ETS Research Report Series, 2008
To reveal what is being learned during the gaming experience, this report proposes an approach for embedding assessments in immersive games, drawing on recent advances in assessment design. Key to this approach are formative assessment to guide instructional experiences and evidence-centered design to systematically analyze the assessment argument…
Descriptors: Educational Games, Formative Evaluation, Instructional Design, Evidence Based Practice
Manitoba Dept. of Education, Winnipeg. Computer Services Branch. – 1985
This guide was developed to assist teachers in achieving goals related to the development of computer awareness in students in grades 4-6 in the Canadian province of Manitoba. An overview of the program describes a set of basic concepts, skills, and attitudes relating to computer technology, and provides information on activities that can be used…
Descriptors: Computer Games, Computer Literacy, Discovery Learning, Foreign Countries
McConnell, Barry A.; McConnell, Nancy J. – Collegiate Microcomputer, 1988
Discussion of the history and development of artificial intelligence (AI) highlights a bibliography of introductory books on various aspects of AI, including AI programing; problem solving; automated reasoning; game playing; natural language; expert systems; machine learning; robotics and vision; critics of AI; and representative software. (LRW)
Descriptors: Artificial Intelligence, Computer Games, Computer Science, Computer Software
Peer reviewedLahm, Elizabeth A. – Focus on Autism and Other Developmental Disabilities, 1996
This study examined features of software used by 48 preschool special education students. Programs were compared for their effect on engagement, affect, and choice. Findings suggest that children prefer programs with higher interaction requirements, as well as those using animation, sound, and voice features. (Author/PB)
Descriptors: Computer Assisted Instruction, Computer Attitudes, Computer Games, Computer Software
Glaser, Mark – NewMedia, 1997
Discusses the establishment of online, or virtual, communities on the World Wide Web. Topics include corporate sites; community planning; virtual reality; games; America Online projects; MUDs (multiuser dungeons) and MOOs (multiuser object oriented); and a list of contacts for online community resources. (LRW)
Descriptors: Community, Community Planning, Computer Games, Computer Mediated Communication
Peer reviewedBuchman, Debra D.; Funk, Jeanne B. – Children Today, 1996
Examined electronic game-playing habits of 900 children. Found that time commitment to game-playing decreased from fourth to eighth grade. Boys played more than girls. Preference for general entertainment games increased across grades while educational games preference decreased. Violent game popularity remained consistent; fantasy violence was…
Descriptors: Adolescents, Age Differences, Children, Computer Games

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