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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
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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
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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
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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
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Cameron, 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
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Selman, 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
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Jenkins, 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
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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
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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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DiPietro, Meredith; Ferdig, Richard E.; Boyer, Jeff; Black, Erik W. – Journal of Educational Multimedia and Hypermedia, 2007
Games and gaming have always been an influential part of society and culture. Within the last 35 years, due to numerous technology innovations, electronic games in many formats have become ubiquitous in everyday life. This ubiquity has meant that games and gaming have permeated into many fields and disciplines for multiple purposes including…
Descriptors: Educational Games, Educational Research, Games, Video Games
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Ranker, Jason – Research in the Teaching of English, 2007
This case study closely examines how John (a former student of mine, age eight, second grade) composed during an informal writing group at school. Using qualitative research methods, I found that John selectively took up conventions, characters, story grammars, themes, and motifs from video games, television, Web pages, and comics. Likening his…
Descriptors: Grade 2, Cartoons, Writing Processes, Video Games
Vered, Karen Orr – Palgrave Macmillan, 2008
Karen Orr Vered demonstrates how children's media play contributes to their acquisition of media literacy. Theorizing after-school care as intermediary space, a large-scale ethnographic study informs this theory-rich and practical discussion of children's media use beyond home and classroom.
Descriptors: Foreign Countries, Ethnography, Media Literacy, Mass Media Use
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Ahn, Jung-Hoon – E-Learning, 2008
The purpose of this study was to investigate the effects of engaging students in Kolb's experiential learning cycle on facilitating students' simulation game performance and knowledge application skills in learning with a business simulation game. A sample was drawn from a population of business-major undergraduate students at the School of…
Descriptors: Undergraduate Students, Observation, Experiential Learning, Learning Processes
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