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Peer reviewedHoyles, Celia; Noss, Richard; Adamson, Ross – Journal of Educational Computing Research, 2002
Reflects on the meaning and evaluation of the microworld idea. Distinguishes between user manipulation and modification at three levels: the interface, superstructural, and platform levels; presents a case study of two eight-year-old girls playing a video game based on Logo; and discusses mathematical learning. (Author/LRW)
Descriptors: Case Studies, Elementary Education, Elementary School Mathematics, Learning Strategies
Carlson, Scott – Chronicle of Higher Education, 2003
Discusses opposing views of the role video games might play in higher education, with some college faculty advocating their use as teaching tools and others asserting that the games have little to say about real life. Also describes some research into video games as learning tools. (SLD)
Descriptors: College Faculty, College Students, Higher Education, Instructional Materials
Peer reviewedFunk, Jeanne B.; Buchman, Debra D. – Journal of Communication, 1996
Documents current adolescent electronic game-playing habits, exploring associations among preference for violent games, frequency and location of play, and self-concept. Identifies marked gender differences in game-playing habits and in scores on a self-perception profile. Finds that for girls, more time playing video or computer games is…
Descriptors: Adolescents, Computer Games, Higher Education, Media Research
Peer reviewedWightman, Frederic; And Others – Child Development, 1989
The auditory temporal resolving power of young children was measured using an adaptive forced choice psycho-physical paradigm that was disguised as a video game. (PCB)
Descriptors: Adults, Age Differences, Attention, Auditory Discrimination
Marshall, Simon J.; Gorely, Trish; Biddle, Stuart J. H. – Journal of Adolescence, 2006
The purpose of this systematic review was to (i) estimate the prevalence and dose of television (TV) viewing, video game playing and computer use, and (ii) assess age-related and (iii) secular trends in TV viewing among youth ([less than or equal] 18 yr). Ninety studies published in English language journals between 1949 and 2004 were included,…
Descriptors: Adolescents, Incidence, Television Viewing, Mass Media Use
Tholander, Jakob – Journal of Interactive Learning Research, 2005
In the Playground project, we applied a constructionist learning perspective in order to build a computational learning environment in which children could design and build their own video games. In this paper, we present results from a study where children were given semi-structured programming tasks in an adventure game designed to investigate…
Descriptors: Programming, Video Games, Computers, Games
Eglesz, Denes; Fekete, Istvan; Kiss, Orhidea Edith; Izso, Lajos – Educational Media International, 2005
As computer games are becoming more widespread, there is a tendency for young people to spend a growing amount of time playing games. The first part of this paper will deal with various types of computer games and their characteristic features. In the second part we show the results of our recent surveys. We examined the motivations of young…
Descriptors: Measures (Individuals), Psychological Characteristics, Motivation, Young Adults
Van Mierlo, Jan; Van den Bulck, Jan – Journal of Adolescence, 2004
This study found significant relationships between first- and second-order cultivation measures and TV viewing, but found a relationship with video game play for only two variables in a sample of 322 Flemish 3rd and 6th year secondary school children. This suggests that the absence of a relationship with video game play is not the result of the…
Descriptors: Television Viewing, Video Games, Play, Correlation
Reutter, Vicki – School Library Journal, 2006
In a perfect world, students would apply the ethics taught to them in guiding their school-related use of technology to their activities beyond campus. However in reality, they often do not make the connection. Educators should be aware of how students are using entertainment technologies and help them make good decisions--both on and off their…
Descriptors: Ethics, Media Specialists, Moral Values, Library Services
Hallenberg, Harvey – Montessori Life: A Publication of the American Montessori Society, 2006
In this article, the author discusses and shares his opinion about violence in the media. He states that many of the students in class have honestly responded to his inquiries about violence in culture, that they are "fascinated" with violence in movies, in television shows, in video games, and in the music they listen to away from school.…
Descriptors: Mass Media Effects, Children, Violence, Parent Role
Malliet, Steven – Learning, Media & Technology, 2006
An attempt is made to translate the concept of perceived realism from the domain of general media studies to the domain of videogame studies. In order to make such a translation, a thorough knowledge and integration is required of the simulation aspects that distinguish videogames from older media such as film or television. The different meanings…
Descriptors: Realism, Adolescents, Attitude Measures, Research
Wilhelm, Jeffrey D. – English in Australia, 2007
This article explores the conditions of "flow" experience from two studies into the literate lives of young men (Smith and Wilhelm 2002; 2006) that were explanatory, when present, of motivation and engagement in various activities including literacy, and when absent, of a lack of motivation and engagement in various activities including literacy.…
Descriptors: Reading Habits, School Activities, Video Games, Motivation
Moreno-Ger, Pablo; Thomas, Pilar Sancho; Martinez-Ortiz, Ivan; Sierra, Jose Luis; Fernandez-Manjon, Baltasar – Journal of Interactive Media in Education, 2007
In this paper, we propose three different ways of using IMS Learning Design to support online adaptive learning modules that include educational videogames. The first approach relies on IMS LD to support adaptation procedures where the educational games are considered as Learning Objects. These games can be included instead of traditional content…
Descriptors: Video Games, Educational Games, Learning Modules, Computer Software
O'Connor, Debra L.; Menaker, Ellen S. – Performance Improvement Quarterly, 2008
Instructional games are created when training is deliberately added to a gaming environment or when gaming aspects are deliberately incorporated into training. One type of game that is currently attracting the attention of the education and training field is the massively multiplayer online game (MMOG). Because evidence about learning outcomes…
Descriptors: Learning Theories, Educational Games, Team Training, Educational Technology
Willoughby, Teena – Developmental Psychology, 2008
Prevalence, frequency, and psychosocial predictors of Internet and computer game use were assessed with 803 male and 788 female adolescents across 2 time periods, 21 months apart. At Time 1, participants were in the 9th or 10th grade; at Time 2, they were in the 11th or 12th grade. Most girls (93.7%) and boys (94.7%) reported using the Internet at…
Descriptors: Friendship, Grade 12, Grade 10, Internet

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