NotesFAQContact Us
Collection
Advanced
Search Tips
Showing 2,386 to 2,400 of 2,744 results Save | Export
Peer reviewed Peer reviewed
Direct linkDirect link
Vie, Stephanie – E-Learning, 2008
This article examines the common genre of the usability study in technical communication courses and proposes the incorporation of computer and video games to ensure a rhetorical focus to this genre. As games are both entertaining and educational, their use in the technical communication classroom provides a new perspective on multimodal…
Descriptors: Technical Writing, Video Games, Communication Skills, College Students
Peer reviewed Peer reviewed
Direct linkDirect link
Parks, Nancy S. – Studies in Art Education: A Journal of Issues and Research in Art Education, 2008
Art education has been in the midst of a transformation shaped by several factors, including changes in contemporary art theories, political and economic factors, and technological developments. Film, music videos, advertisements, video games and other forms of popular culture are shaping how students learn today. Discussions about video gaming…
Descriptors: Popular Culture, Video Games, Social Action, Art Education
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Calvert, Sandra L. – Future of Children, 2008
Marketing and advertising support the U.S. economy by promoting the sale of goods and services to consumers, both adults and children. Sandra Calvert addresses product marketing to children and shows that although marketers have targeted children for decades, two recent trends have increased their interest in child consumers. First, both the…
Descriptors: Advertising, Video Games, Audiences, Marketing
Peer reviewed Peer reviewed
Direct linkDirect link
Graham, Linda J. – International Journal of Inclusive Education, 2008
Discussion of attention deficit hyperactivity disorder (ADHD) in the media, and thus much popular discourse, typically revolves around the possible causes of disruptive behaviour and the "behaviourally disordered" child. The usual suspects--too much television and video games, food additives, bad parenting, a lack of discipline, and…
Descriptors: Video Games, Attention Deficit Hyperactivity Disorder, Foreign Countries, Behavior Problems
Peer reviewed Peer reviewed
Direct linkDirect link
Kutner, Lawrence A.; Olson, Cheryl K.; Warner, Dorothy E.; Hertzog, Sarah M. – Journal of Adolescent Research, 2008
Public policy efforts to restrict children's access to electronic games with violent or sexual content are often predicated on assumptions about parental concerns. As an initial step in determining whether those assumptions are accurate, the authors conduct focus groups of 21 adolescent boys and 21 of their parents or guardians to explore parents'…
Descriptors: Video Games, Public Policy, Parent Attitudes, Violence
Guzzetti, Barbara; Elliot, Kate; Welsch, Diana – Teachers College Press, 2010
This book shows teachers how to bring students' Do-It-Yourself media practices into the classroom (Grades 6-12). In one accessible resource, the authors explain DIY media, identify their appealing features for content area instruction, and describe the literacy skills and strategies they promote. Chapters address: Adolescents' DIY Media as New…
Descriptors: Web Sites, Electronic Publishing, Music, Video Games
Peer reviewed Peer reviewed
Direct linkDirect link
Neville, David O.; Shelton, Brett E. – Simulation & Gaming, 2010
As 3D digital game-based learning (3D-DGBL) for the teaching of literature and history gradually gains acceptance, important questions will need to be asked regarding its method of design, development, and deployment. This article offers a synthesis of contemporary pedagogical, instructional design, new media, and literary-historical theories to…
Descriptors: Curriculum Development, Social Networks, Humanities Instruction, Literature
Peer reviewed Peer reviewed
Direct linkDirect link
Demski, Jennifer – T.H.E. Journal, 2009
For a growing group of educators, the online role-playing game World of Warcraft, Blizzard Entertainment's massively popular massively multiplayer online role-playing game (MMORPG), is a place to go to relax, network, and discover potential learning strategies-- and slay a few monsters if they get in the way. The online role-playing game World of…
Descriptors: Video Games, Role Playing, Fantasy, Computer Mediated Communication
Walser, Nancy, Ed. – Harvard Education Press, 2011
This edited volume covers the range of critical trends in the use of computers and other devices for classroom teaching, online learning, professional development, school improvement, and student assessment. "Spotlight on Technology in Education" draws on expert sources including teacher-leaders, librarians, researchers, and trainers who…
Descriptors: Electronic Learning, Electronic Publishing, Video Games, Online Courses
Crosby, Olivia – Occupational Outlook Quarterly, 2000
Describes the skills and training needed, earnings expected, risks, and bonuses for the following occupations: video game designers, artists, sound designers, programmers, and testers. (JOW)
Descriptors: Design, Employment Qualifications, Occupational Information, Programmers
Hofer, Mark – Learning & Leading with Technology, 2004
Today's students watch the newest movie trailers on the Web, share music files, play video games with other players over the Internet, and swap digital pictures of the latest teen idols. Donald Tapscott points out in his book Growing Up Digital that as this rich multimedia experience becomes more a part of students' lives outside of school, they…
Descriptors: Internet, Video Games, Social Studies, Multimedia Materials
Peer reviewed Peer reviewed
Direct linkDirect link
Eastin, Matthew S. – Human Communication Research, 2006
Adding depth and breadth to the general aggression model, this paper presents three experiments that test the relationships among user and opponent gender representation, opponent type, presence, and aggressive thoughts from violent video game play. Studies 1 and 2 suggest that females experience greater presence and more aggressive thoughts from…
Descriptors: Gender Differences, Video Games, Aggression, Females
Peer reviewed Peer reviewed
Direct linkDirect link
Lugo, William – Reclaiming Children and Youth: The Journal of Strength-based Interventions, 2006
An expert on the sociology of video games highlights the power of this medium to popularize violence among children. But few are aware that some of the most technologically potent products are violent war games now being produced at taxpayer expense. These are provided free as a recruiting tool by the United States military. The author contends…
Descriptors: Video Games, Violence, Youth, Recruitment
Foster, Andrea L. – Chronicle of Higher Education, 2007
Immersive Education is a multimillion-dollar project devoted to build virtual-reality software exclusively for education within commercial and nonprofit fantasy spaces like Second Life. The project combines interactive three-dimensional graphics, Web cameras, Internet-based telephony, and other digital media. Some critics have complained that…
Descriptors: Video Games, Fantasy, Computer Software, Foreign Countries
Young, Jeffrey R. – Chronicle of Higher Education, 2007
A computer lab has become one of the most popular hangouts at Northern Virginia Community College after officials decided to load its PCs with popular video games, install a PlayStation and an Xbox, and declare it "for gamers only." The goal of this lab is to entice students to take game-design and other IT courses. John Min, dean of…
Descriptors: Video Games, Administrators, Computer Science, Community Colleges
Pages: 1  |  ...  |  156  |  157  |  158  |  159  |  160  |  161  |  162  |  163  |  164  |  ...  |  183