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Oblinger, Diana G. – EDUCAUSE Quarterly, 2006
From a very early age, people learn from games and play. Parents and preschool teachers use games to teach colors, numbers, names, and shapes; the process is drill and practice. Games engage everyone, capturing their attention. People willingly spend time on task. Although students in high school and college continue to play games, games rarely…
Descriptors: Play, Educational Games, Experiential Learning, Video Games
Warren, Scott J.; Jones, Greg – Journal of Educational Technology, 2008
There are several major challenges for instructional designers seeking to design learning games. These include the lack of access, the cost of rapidly advancing/expensive technology tools that make developing games uneconomical, the institutional time constraints limiting game use, and the concerns that schools lack sufficiently robust computer…
Descriptors: Games, Design, Educational Technology, Computer Games
Harushimana, Immaculee – Journal of Urban Learning, Teaching, and Research, 2008
This paper develops the argument that new literacies constitute an indispensable foundation for developing school discourse among 1.5 and newcomer urban adolescents. A mother and literacy educator presents insights learned from indirectly participating in co-constructing Standard English discourse with her newcomer adolescent son through video…
Descriptors: Video Games, Literacy, Urban Youth, English (Second Language)
Barab, Sasha A.; Scott, Brianna; Siyahhan, Sinem; Goldstone, Robert; Ingram-Goble, Adam; Zuiker, Steven J.; Warren, Scott – Journal of Science Education and Technology, 2009
Drawing on game-design principles and an underlying situated theoretical perspective, we developed and researched a 3D game-based curriculum designed to teach water quality concepts. We compared undergraduate student dyads assigned randomly to four different instructional design conditions where the content had increasingly level of…
Descriptors: Environmental Education, Undergraduate Students, Water Quality, Test Items
O'Hanlon, Charlene – T.H.E. Journal, 2007
Plagued by one of the most overweight populaces in the country, the state of West Virginia was looking for a solution to its obesity problem that would appeal to the school-age crowd. It turned to Linda Carson, a professor at West Virginia University's School of Physical Education. Carson recalled witnessing kids lining up in an arcade to play a…
Descriptors: Junior High Schools, High Schools, Video Games, Play
Tuzun, Hakan – British Journal of Educational Technology, 2007
The research design for this study focuses on examining the core issues and challenges when video games are used in the classroom. For this purpose three naturalistic contexts in Turkey were examined in which educational video games were used as the basis for teaching units on world continents and countries, first aid, and basic computer hardware…
Descriptors: Foreign Countries, Research Design, Video Games, Educational Games
Beavis, Catherine; Charles, Claire – Gender and Education, 2007
In this paper we consider the significance of cyber "LAN" cafes as sites where on and off-line practices meet in way that complicates binary notions of the gendered gamer. Existing research into computer games culture suggests a male dominated environment and points to girls' lower levels of competence and participation in games. Building on…
Descriptors: Computer Mediated Communication, Video Games, Gender Differences, Social Attitudes
Singaravelu, G. – Journal of Educational Technology, 2008
The study enlightens the effectiveness of Video Game Based Learning in English Grammar at standard VI. A Video Game package was prepared and it consisted of self-learning activities in play way manner which attracted the minds of the young learners. Chief objective: Find out the effectiveness of Video-Game based learning in English grammar.…
Descriptors: Video Games, Teaching Methods, Grammar, Pretests Posttests
Ballard, Mary E.; Wiest, J. Rose – 1995
A study examined differences in cardiovascular (CV) reactions and hostility following non-violent play and violent video game play. Subjects were 30 male college undergraduate students. Only male subjects were used because most video games are male oriented, males frequent videogame arcades more often than females, and the gender gap in video game…
Descriptors: College Students, Comparative Analysis, Heart Rate, Hostility
Peer reviewedCameron, David – AsiaPacific MediaEducator, 2001
Explores how training simulations may need to become more sophisticated and media rich in order to stimulate and engage students. Considers that one possible interface between journalism simulations and technology is the area of video games. Defines four basic characteristics of a computer game. Presents two scenarios for implementing these ideas.…
Descriptors: Higher Education, Instructional Improvement, Journalism Education, Program Implementation
Peer reviewedSelman, Ruth; Selman, Jerry; Selman, Victor – Montessori Life, 2001
Describes toys presented at the Tokyo Toy Fair in 1999 that use technology to allow users to take more creative control. Discusses video games, computerized toys, toy robots, and high tech learning aids and simulation techniques, and considers them in light of the Montessori philosophy of learning how to learn. (JPB)
Descriptors: Educational Technology, Instructional Materials, Learning Processes, Montessori Method
Peer reviewedJenkins, Henry – Educational Leadership, 2005
Statistics reveal that students spend more time on electronic games than on any other recreational activity and 32% admit to playing them during class. The gaming revolution contains lessons for teachers, and understanding the pedagogical potential of computer and video games and developing curriculum that supports the educational use of…
Descriptors: Video Games, Teaching Methods, Computer Uses in Education, Curriculum Development
Anderson, Craig, A. – Journal of Adolescence, 2004
This article presents a brief overview of existing research on the effects of exposure to violent video games. An updated meta-analysis reveals that exposure to violent video games is significantly linked to increases in aggressive behaviour, aggressive cognition, aggressive affect, and cardiovascular arousal, and to decreases in helping…
Descriptors: Violence, Video Games, Influences, Meta Analysis
Green, C. Shawn; Bavelier, Daphne – Journal of Experimental Psychology: Human Perception and Performance, 2006
The authors investigated the effect of action gaming on the spatial distribution of attention. The authors used the flanker compatibility effect to separately assess center and peripheral attentional resources in gamers versus nongamers. Gamers exhibited an enhancement in attentional resources compared with nongamers, not only in the periphery but…
Descriptors: Video Games, Attention, Cognitive Processes, Visual Perception
Gastwirth, David – New England Journal of Higher Education, 2007
This author states that "college access marketing" efforts aimed at increasing college attendance and success have been slow to incorporate new techniques such as "buzz marketing," "viral marketing," "product seeding," and "guerrilla marketing." Yet for a "connected generation" of potential college students, these kinds of strategies could be…
Descriptors: College Attendance, Computer Uses in Education, Marketing, Information Sources

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