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Alvermann, Donna E.; Huddleston, Andrew; Hagood, Margaret C. – Journal of Adolescent & Adult Literacy, 2004
At first glance, any connection between professional wrestling and school-based literacy practices might seem far-fetched, or incongruous at best. This seeming incongruity, however, is what intrigues the authors most. It is also what drives them to wonder if governmental and media sources that regularly proclaim a crisis in literacy achievements…
Descriptors: Popular Culture, Literacy, Athletics, Units of Study
Boehm, Steven S., Ed. – Child Welfare League of America (NJ3), 2006
The Child Welfare League of America is the nation's oldest and largest membership-based child welfare organization committed to engaging people everywhere in promoting the well-being of children, youth, and their families and protecting every child from harm. By publishing a diverse range of views on a wide array of topics, "Children's Voice"…
Descriptors: Grandparents Raising Grandchildren, Video Games, Drug Abuse, Juvenile Courts
2003
The Communication Technology and Policy Division of the proceedings contains the following 15 papers: "Both Sides of the Digital Divide in Appalachia: Uses and Perceived Benefits of Internet Access" (Daniel Riffe); "Bridging Newsrooms and Classrooms: Preparing the Next Generation of Journalists for Converged Media" (Edgar…
Descriptors: Broadcast Television, Court Litigation, Curriculum Development, Higher Education
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Yelland, Nicola; Lloyd, Margaret – Information Technology in Childhood Education Annual, 2001
Investigated fifth-, sixth-, and seventh-graders' ownership of, use of, and attitudes toward computer and video games. Found that more boys than girls owned and used video games, and found gender differences in preferred games. Students enjoyed video and computer games, along with a variety of other activities. (JPB)
Descriptors: Computer Assisted Instruction, Computer Games, Computer Uses in Education, Curriculum Development
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Sefton-Green, Julian – Review of Research in Education, 2006
This chapter begins with a scenario contrasting two seemingly different images of child and media from before and after the "digital revolution." The author argues that there is much greater continuity in how this relationship has been conceptualized over the period than is commonly imagined. While not offering a comprehensive study of recent…
Descriptors: Educational Change, Youth, Authors, Mass Media Effects
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Dicks, Matthew J. – Educational Leadership, 2005
Because today's students have grown up steeped in video games and the Internet, most of them expect feedback, and usually gratification, very soon after they expend effort on a task. Teachers can get quick feedback to students by showing them videotapes of their learning performances. The author, a 3rd grade teacher describes how the seemingly…
Descriptors: Feedback, Videotape Recordings, Student Evaluation, Teacher Effectiveness
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Begg, Michael; Dewhurst, David; Macleod, Hamish – Innovate: Journal of Online Education, 2005
The term "game-based learning" has emerged as a general name for the use of computer games in education. Despite early work showing rich inferential learning taking place as a result of gameplay, most game-based learning has been geared towards using a game as a host into which curricular content can be embedded. This approach can be problematic,…
Descriptors: Constructivism (Learning), Higher Education, Problem Based Learning, Veterinary Medicine
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Mercer, Neil; Littleton, Karen; Wegerif, Rupert – Technology, Pedagogy and Education, 2004
Drawing on the work of researchers in several disciplines, this article describes and discusses methods which can be used for analysing joint activity during computer-based, side-by-side, collaborative activity in educational settings. It is argued that the choice of methods in any particular study should take into account the range of…
Descriptors: Research Methodology, Qualitative Research, Educational Games, Computer Uses in Education
Provenzo, Eugene F., Jr. – 1996
This book provides basic information and answers to help guide educators in developing an effective and meaningful educational computing program. Throughout the book appear boxed definitions pertinent to the text, examples of useful products, and necessary contact information. The guide includes the following sections: (1)…
Descriptors: Annotated Bibliographies, Computer Assisted Instruction, Computer Games, Computer Networks
Fenichel, Emily, Ed. – Zero to Three, 2001
"Zero to Three" is a single-focus bulletin of the National Center for Infants, Toddlers, and Families providing insight from multiple disciplines on the development of infants, toddlers, and their families. Noting that America's babies and toddlers live in a world full of television sets, VCRs, computers, videogames, and interactive…
Descriptors: Assistive Technology, Cognitive Development, Computer Games, Computers
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Dorman, Steve M. – Journal of School Health, 1997
Video and computer games have assumed a prominent role in the culture of U.S. children and adolescents. The paper examines the health effects of these games, suggests criteria upon which parents and teachers may evaluate the games, and notes some implications for health educators. (SM)
Descriptors: Child Health, Computer Games, Elementary School Students, Elementary Secondary Education
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Squire, Kurt – Educational Researcher, 2006
Interactive immersive entertainment, or videogame playing, has emerged as a major entertainment and educational medium. As research and development initiatives proliferate, educational researchers might benefit by developing more grounded theories about them. This article argues for framing game play as a "designed experience." Players'…
Descriptors: Play, Educational Researchers, Video Games, Interactive Video
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Annetta, Leonard A.; Murray, Marshall R.; Laird, Shelby Gull; Bohr, Stephanie C.; Park, John C. – EDUCAUSE Quarterly, 2006
Technological advances in the new millennium may evoke disquiet among administrators and teachers taxed with understanding how to harness new capabilities and merge them with sound pedagogy. To understand how gaming might bridge the gap between student interest and how lessons are taught, graduate students in science education at North Carolina…
Descriptors: Graduate Students, Video Games, Distance Education, Student Interests
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Can, Gulfidan; Cagiltay, Kursat – Educational Technology & Society, 2006
Teachers' perceptions are critical to the success or failure of integrating computer games with educational features into classrooms. Consequently, it is essential to gather information about concerns they might have in regard to using these games in the classroom. This study was conducted to investigate the perceptions and future plans of a group…
Descriptors: Foreign Countries, Educational Technology, Educational Games, Video Games
Gibson, David; Aldrich, Clark; Prensky, Marc – Information Science Publishing, 2007
Games and Simulations in Online Learning: Research and Development Frameworks examines the potential of games and simulations in online learning, and how the future could look as developers learn to use the emerging capabilities of the Semantic Web. It presents a general understanding of how the Semantic Web will impact education and how games and…
Descriptors: Electronic Learning, Educational Games, Computers, Computer Simulation
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