NotesFAQContact Us
Collection
Advanced
Search Tips
Showing 2,071 to 2,085 of 2,755 results Save | Export
Peer reviewed Peer reviewed
Direct linkDirect link
Clarke, Christopher Peter – Program: Electronic Library and Information Systems, 2012
Purpose: This paper aims to examine the experiences of new users of Second Life in order to identify potential barriers and attractors to the expansion of the userbase and therefore the market for in-world information services. Design/methodology/approach: A multi-faceted methodological approach was taken utilising two questionnaires (pre- and…
Descriptors: Interviews, Interpersonal Relationship, Interaction, Electronic Libraries
Peer reviewed Peer reviewed
Direct linkDirect link
Young, William, II; Franklin, Teresa; Cooper, Tessa; Carroll, Stephen; Liu, Chang – Journal of Interactive Learning Research, 2012
In an age of technological advancement, video games have been found to be effective teaching aids in middle school science classrooms. A National Science Foundation (NSF) project at Ohio University, known as STEAM, (Science and Technology Enrichment for Appalachian Middle Schoolers), has examined Second Life as a curriculum aid through the design,…
Descriptors: Video Games, Middle Schools, Secondary School Science, Educational Games
Arakji, Reina Y. – ProQuest LLC, 2009
The first decade of the twenty-first century has seen dramatic advances in Internet technologies. Digital social spaces have emerged as popular Internet applications that are radically changing how firms and consumers of digital content interact. In the first chapter "Research Agenda" I introduce my research and the context within which it is…
Descriptors: Economic Research, Video Games, Industry, Innovation
Liming, Drew – Occupational Outlook Quarterly, 2009
This article talks about voice actors and features Tony Oliver, a professional voice actor. Voice actors help to bring one's favorite cartoon and video game characters to life. They also do voice-overs for radio and television commercials and movie trailers. These actors use the sound of their voice to sell a character's emotions--or an advertised…
Descriptors: Television Commercials, Video Games, Cartoons, Films
Ziaeehezarjeribi, Yadi – ProQuest LLC, 2010
This study, based on experiential play methodology was used to explore student engagement while playing "Medal of Honor (2002)" and "Call of Duty (2003)". It identifies some of the key issues related to the use of video games and simulations during the training phase of game play. Research into the effects of gaming in education has been extremely…
Descriptors: Learner Engagement, Play, Video Games, Learning Strategies
Peer reviewed Peer reviewed
Direct linkDirect link
Smith, Kersha – Pedagogy, Culture and Society, 2010
The aim of the present paper is to investigate the inner workings of a North American summer enrichment programme named Freedom School. More specifically this research explores how participants of the Children's Defense Fund (CDF) Freedom School programme experience "the Freedom School way", an amalgam of ideologies, discourses, and behaviours…
Descriptors: Enrichment Activities, Summer Programs, Schools, Ethics
Peer reviewed Peer reviewed
Direct linkDirect link
Waelchli, Paul – Public Services Quarterly, 2010
Popular culture experience in video games creates avenues to practice information literacy skills and model research in a real-world setting. Video games create a unique popular culture experience where players can invest dozens of hours on one game, create characters to identify with, organize skill sets and plot points, collaborate with people…
Descriptors: Popular Culture, Video Games, Educational Technology, Research Skills
Peer reviewed Peer reviewed
Direct linkDirect link
Gainer, Jesse S.; Lapp, Diane – English Journal, 2010
Although not a new concept, remix has recently gained popularity in mainstream sources ranging from video games to newspaper columns and television commercials for airline tickets, fried chicken, and soft drinks. All these examples draw on a concept that originates from hip-hop culture and refers to the creative blending of materials from…
Descriptors: Creativity, Television Commercials, Popular Culture, Video Games
Peer reviewed Peer reviewed
Direct linkDirect link
Hofferth, Sandra L. – Child Development, 2010
This study provides a national picture of the time American 6- to 12-year-olds spent playing video games, using the computer, and watching TV at home in 1997 and 2003, and the association of early use with their achievement and behavior as adolescents. Girls benefited from computer use more than boys, and Black children benefited more than White…
Descriptors: African American Children, Behavior Problems, Play, Video Games
Peer reviewed Peer reviewed
Direct linkDirect link
Hirumi, Atsusi; Appelman, Bob; Rieber, Lloyd; Van Eck, Richard – TechTrends: Linking Research and Practice to Improve Learning, 2010
Like many rapidly growing industries, advances in video game technology are far outpacing research on its design and effectiveness. Relatively little is understood about how to apply what we know about teaching and learning to optimize game-based learning. For the most part, instructional designers know little about game development and video game…
Descriptors: Educational Technology, Instructional Design, Video Games, Computer Science Education
Peer reviewed Peer reviewed
Direct linkDirect link
Bushman, Brad J.; Rothstein, Hannah R.; Anderson, Craig A. – Psychological Bulletin, 2010
In this article we reply to C. J. Ferguson and J. Kilburn's (2010) critique of our meta-analysis on violent video game effects (C. A. Anderson et al., 2010). We rely on well-established methodological and statistical theory and on empirical data to show that claims of bias and misinterpretation on our part are simply wrong. One should not…
Descriptors: Violence, Video Games, Aggression, Meta Analysis
Peer reviewed Peer reviewed
Direct linkDirect link
Kooiman, Brian J.; Sheehan, Dwayne P. – American Journal of Distance Education, 2014
Exergames (active video games that require kinesthetic movement) played in proximity to other players or against a gaming machine have been linked to positive increases in cognitive functioning. This study tested to see if remote exergame play over the Internet had an impact similar to exergames that are played in proximity. The study shows that…
Descriptors: Video Technology, Educational Technology, Physical Education, Motion
Peer reviewed Peer reviewed
Direct linkDirect link
Wu, Min Lun; Richards, Kari; Saw, Guan Kung – Computers in the Schools, 2014
A concurrent triangulation mixed-method research design was used to investigate 19 casual gamers' or non-gamers' use of a popular massive multiplayer online role-playing game (MMORPG), Everquest 2, as an alternative pedagogical tool to support communicative use of the English language. This study poses that MMORPGs could serve as a virtually rich…
Descriptors: Foreign Countries, Mixed Methods Research, Computer Games, Educational Games
Edwards, Virginia B., Ed. – Education Week, 2014
Educators and experts alike have come to a growing realization that academic factors alone do not tell the whole story of what it means to successfully navigate the educational system through high school and into higher education or the workplace. This national report from "Education Week" investigates the role that student engagement…
Descriptors: Learner Engagement, Student Motivation, Student Participation, Success
Squire, Kurt – Teachers College Press, 2011
Can we learn socially and academically valuable concepts and skills from video games? How can we best teach the "gamer generation?" This accessible book describes how educators and curriculum designers can harness the participatory nature of digital media and play. The author presents a comprehensive model of games and learning that integrates…
Descriptors: Video Games, Educational Games, Educational Technology, Simulated Environment
Pages: 1  |  ...  |  135  |  136  |  137  |  138  |  139  |  140  |  141  |  142  |  143  |  ...  |  184