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Allen, Denise – Teaching Pre K-8, 1996
Reviews two CD-ROMS and one computer game: "Explore Yellowstone," science activities on CD to earn badges toward becoming a ranger; "Oval Office: Challenge of the Presidency," in which students role play presidential responsibilities such as proposing budgets; and "Strategy Games of the World," in which students match their skills against game…
Descriptors: Citizenship Education, Civics, Computer Games, Computer Software
Walter, Virginia A. – Book Links, 1997
Provides an annotated bibliography of CD-ROMs for children ages 3 and up providing practice and entertainment in drawing, painting, art history, puppetry, children's literature, reading, listening, writing, theater, music, and games and suggests related books, Internet resources, and activities in puppetry, theater, and storytelling. (PEN)
Descriptors: Annotated Bibliographies, Art History, Books, Childrens Literature
De Laurentiis, E. C. – 1993
There is a lot of educational software on the market, but little of it can be said to be revolutionary. Despite all the talk about education and computers, the educational software revolution has yet to begin. All educational software can be placed in categories of games (edutainment), simulations, reference software, and tutorials. Choosing…
Descriptors: Computer Assisted Instruction, Computer Games, Computer Graphics, Computer Managed Instruction
Hepburn, Mary A. – 2001
Over the past 20 years there have been numerous studies and frequent warnings about violent television programs and movies arousing young people to act violently. Researchers have pointed to many hours of viewing excessive violence as a potential contributor to violent behavior by youngsters. This digest examines evidence of violence in television…
Descriptors: Childrens Television, Computer Games, Content Analysis, Cultural Awareness
Livingstone, Sonia, Ed.; Bovill, Moira, Ed. – 2001
Integrating broadcasting, video, computing, games, and the Internet, the domestic television screen is being transformed into the site of a multimedia culture. To address questions about the meaning and uses of such new media, this volume brings together work by researchers in 12 countries--Belgium, Denmark, Finland, France, Germany, the United…
Descriptors: Adolescents, Books, Childhood Attitudes, Children
Chen, Gwo-Dong; Shen, Gee-Yu; Ou, Kuo-Liang; Liu, Baw-Jhiune – 1998
This paper discusses the use of WebQuest, a World Wide Web-based multi-user game, in promoting learning motivation and navigation skills in K-9 students. WebQuest demonstrates ways to integrate games, Internet communication facilities, Web-based courseware, and database techniques together in order to assist learning. The following guidelines for…
Descriptors: Academic Achievement, Comparative Analysis, Computer Assisted Instruction, Computer Games
von Feilitzen, Cecilia; Bucht, Catharina – 2001
Focusing on media literacy, this yearbook compiles information on recent and current trends in media effects, including research on children and media, declarations related to the area, and a selection of relevant organizations and Web sites. The report first delineates children's rights as stipulated in the U.N. Convention on the Rights of the…
Descriptors: Adolescents, Advertising, Childhood Attitudes, Children
Wartella, Ellen; Caplovitz, Allison G.; Lee, June H. – Society for Research in Child Development, 2004
Interactive media have come of age. The range of interactive entertainment products, intended to be used by children in and out of school settings is growing: CD-ROMs, computers, the Internet, video games (for a variety of handheld and console platforms), interactive toys (including educational talking books), and a variety of wireless software…
Descriptors: Social Media, Toys, Computer Games, Video Games
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Faria, Anthony J.; Wellington, William J. – Simulation & Gaming, 2004
An e-mail survey of 14,497 business faculty members across all disciplines at American Association of Collegiate Schools of Business member schools was undertaken to determine current business simulation game usage and thoughts about business simulation games. Issues such as how games are first adopted, objectives for game use, achievement of…
Descriptors: Foreign Countries, Educational Technology, Computer Assisted Instruction, Use Studies
Jenkins, Henry – John D. and Catherine T. MacArthur Foundation, 2006
Educators must work together to ensure that every American young person has access to the skills and experiences needed to become a full participant, can articulate their understanding of how media shapes perceptions, and has been socialized into the emerging ethical standards that should shape their practices as media makers and participants in…
Descriptors: Educational Technology, Ethics, Community Involvement, Informal Education
Sampson, Demetrios G., Ed.; Spector, J. Michael, Ed.; Ifenthaler, Dirk, Ed.; Isaias, Pedro, Ed. – International Association for Development of the Information Society, 2013
These proceedings contain the papers of the IADIS International Conference on Cognition and Exploratory Learning in the Digital Age (CELDA 2013), October 22-24, 2013, which has been organized by the International Association for Development of the Information Society (IADIS), co-organized by The University of North Texas (UNT), sponsored by the…
Descriptors: Conference Papers, Cognitive Processes, Learning Processes, Short Term Memory
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Gosen, Jerry; Washbush, John – Simulation & Gaming, 2004
This article focuses on the research and scholarship dealing with the assessment of the experiential approach in both its computer-based and human-based forms. It covers two forms of assessment. First it covers explicit attempts to assess the validity of experiential learning, and second it focuses on measuring the effectiveness of the…
Descriptors: Research Design, Validity, Experiential Learning, Program Effectiveness
Educational Media and Technology Yearbook, 1999
Provides annotated listings for current journals, books, ERIC documents, articles, and nonprint resources in the following categories: artificial intelligence/robotics/electronic performance support systems; computer-assisted instruction; distance education; educational research; educational technology; information science and technology;…
Descriptors: Annotated Bibliographies, Artificial Intelligence, Computer Assisted Instruction, Computer Games
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Summers, Gary J. – Simulation & Gaming, 2004
New technologies are transforming the business simulation industry. The technologies come from research in computational fields of science, and they endow simulations with new capabilities and qualities. These capabilities and qualities include computerized behavioral simulations, online feedback and coaching, advanced interfaces, learning on…
Descriptors: Feedback (Response), Industry, Coaching (Performance), Business Administration Education
International Association for Development of the Information Society, 2012
The IADIS CELDA 2012 Conference intention was to address the main issues concerned with evolving learning processes and supporting pedagogies and applications in the digital age. There had been advances in both cognitive psychology and computing that have affected the educational arena. The convergence of these two disciplines is increasing at a…
Descriptors: Academic Achievement, Academic Persistence, Academic Support Services, Access to Computers
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