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Glaubke, Christina R.; Miller, Patti; Parker, McCrae A.; Espejo, Eileen – 2001
Based on the view that the level of market penetration of video games combined with the high levels of realism portrayed in these games make it important to investigate the messages video games send children, this report details a study of the 10 top-selling video games for each of 6 game systems available in the United States and for personal…
Descriptors: Children, Computer Games, Games, Mass Media Effects
Jones, Marshall G. – 1999
This paper reports the findings of an ongoing study of engagement in computer-based learning environments. The purpose of the study was to look at what engages people in computer games and to see how those patterns of engagement might be used within computer-based learning environments. The age of participants ranged from four to adulthood.…
Descriptors: Adolescents, Adults, Children, Computer Games
Beavis, Catherine – 1999
Questions about the implications of the new technologies for literacy, literacy teaching, and literacy practices provoke diverse and contradictory responses in the media, in policy documents, in state and national assessment surveys, and among teachers themselves. On one hand, the need for literacy to be reconceptualized and redefined in the face…
Descriptors: Classroom Research, Computer Games, Educational Research, English Curriculum
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Cook, Sybilla – Emergency Librarian, 1997
Illustrates how teachers and librarians can use competitive activities to motivate children to read and to encourage personal achievement and group cooperation. Discusses computer games and the group-oriented bees, bowls, circles and quiz contests. Notes the benefits in terms of social interaction, communication, resource-center use, and…
Descriptors: Awards, Competition, Computer Games, Cooperation
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Pillay, Hitendra – Journal of Research on Technology in Education, 2002
This exploratory study investigated the influence of two recreational computer games on children's subsequent performance on computer-based instructional tasks. Examined speed, correct solutions, and cognitive processes; and suggests that the extent of recreational game influence depends on how closely the game type matches the design of the tasks…
Descriptors: Academic Achievement, Cognitive Processes, Computer Assisted Instruction, Computer Games
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Burkhard, Donald L.; Watson, Hugh J. – Simulation and Games, 1989
Discussion of the impact of microcomputers on gaming focuses on converting a mainframe-based game to a microcomputer. Software, hardware, and documentation are considered, and a case study is presented that describes the conversion of a mainframe-based management game--the Credit Union Management Game--to a microcomputer. (11 references) (LRW)
Descriptors: Case Studies, Computer Games, Computer Printers, Computer Software
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McAlpine, Lynn – TESL Canada Journal, 1988
Rationalizes using software not designed for English as a second language (ESL) instruction for such application. Criteria for evaluating such software are identified, and some general software that seem to have potential ESL applications are listed. (CB)
Descriptors: Computer Assisted Instruction, Computer Games, Computer Software, English (Second Language)
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Scriven, Michael – Peabody Journal of Education, 1986
At present computers in schools are misconceived; they are better conceptualized as a source of energy. The energy metaphor is applied to three categories of functions associated with computers in schools: curriculum functions, teaching functions, and learning functions. (IAH)
Descriptors: Computer Games, Computer Uses in Education, Curriculum Development, Elementary Secondary Education
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Feldt, Allan G. – Simulation & Gaming, 1995
Recounts personal experiences in the design of simulations/gaming for city development and planning. Notes early games and describes the development of three land use and city growth games. Discusses revisions, conference demonstrations of the games, and collaborative efforts. (AEF)
Descriptors: Computer Games, Computer Simulation, Computer Software Development, Land Use
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Cornell, Richard; And Others – Educational Media International, 1994
Examines the connection between symptoms commonly related to severe mental illness in individuals, and compares it to the presence of potential "psychic triggers" identified as attributes found in the design and use of virtual reality. (Author/AEF)
Descriptors: Artificial Intelligence, Computer Games, Computer Interfaces, Computer System Design
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McClurg, Patricia A. – Journal of Computing in Childhood Education, 1992
Investigated the effect of computer programs that require the use of spatial skills on third and fourth graders' spatial ability. Students who used a software program that required rotation of objects scored better than other students on a measure of figural classification, but not on a measure of object rotation. (BC)
Descriptors: Computer Games, Elementary Education, Elementary School Students, Longitudinal Studies
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Utsumi, Takeshi; Mogalhaes, Maria Rosa Abreu – Educational Media International, 1993
Describes accomplishments of the Global Systems Analysis and Simulation (GLOSAS) project from 1973 to the present, including a system for global peace gaming. The capabilities of interactive multimedia to link people across political and geographic boundaries for joint study, debate, research, planetary problem solving, and political action are…
Descriptors: Computer Games, Computer Networks, Computer Simulation, Foreign Countries
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Mergen, A. Erhan; Pray, Thomas F. – Simulation & Gaming, 1992
Reviews the development and the principal elements of total quality management (TQM) and demonstrates methods for introducing some of the key elements into a strategy-oriented business simulation game that can be used to teach future managers. Topics discussed include increased focus on the customer; continuous improvement; and competitive…
Descriptors: Administrator Education, Algorithms, Computer Games, Computer Simulation
Allen, Denise – Teaching Pre K-8, 1993
Reviews five CD-ROM products: (1) "Our Earth," part of the National Geographic Wonders of Learning series; (2) "New Grolier Multimedia Encyclopedia"; (3) "The Lost Tribe," a simulation game where players lead a prehistoric people to a new homeland; (4) "PilgrimQuest," a simulation game recreating the settlement of Massachusetts in the 1620s; and…
Descriptors: Computer Games, Computer Software, Computer Software Reviews, Computer Software Selection
Peer reviewed Peer reviewed
Funk, Jeanne B.; Flores, Geysa; Buchman, Debra; Germann, Julie N. – Youth & Society, 1999
Compared commercial ratings of electronic games with ratings by 201 fourth graders. There was general agreement for games with obviously nonviolent or very violent content, but much more disagreement about the violence in cartoon-type games. Recommends including consumer perceptions in a rating system. (SLD)
Descriptors: Cartoons, Computer Games, Consumer Protection, Elementary School Students
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