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Gilbert, Juan E. – 2002
The acceptance of animation technologies is increasing. Video games, such as Sony PlayStation (SONY, 2002), have become part of the culture for young people from kindergarten through undergraduate school. Animation technologies have been implemented into educational systems in the form of animated pedagogical agents (Johnson, 2000). The research…
Descriptors: Animation, Computer Assisted Instruction, Computer Simulation, Computer System Design
Peer reviewedFisher, Sue – Journal of Adolescence, 1995
Gathered data on arcade use in adolescents (n=460). "Regular" arcade visitors varied sufficiently from the more "casual" visitors in their orientation to, and experience in, arcades. Regular visitors were more likely to score positively on indices screening for addiction. Raises questions about children's access to potentially…
Descriptors: Adolescents, Behavior Patterns, Behavior Problems, Peer Groups
Peer reviewedBlomqvist, Minna T.; Luhtanen, Pekka; Laakso, Lauri; Keskinen, Esko – Journal of Teaching in Physical Education, 2000
Reports the development and validation of video-based game-understanding tests in badminton for elementary and secondary students. The tests included different sequences that simulated actual game situations. Players had to solve tactical problems by selecting appropriate solutions and arguments for their decisions. Results suggest that the test…
Descriptors: Badminton, Comprehension, Elementary Secondary Education, Foreign Countries
Peer reviewedShirinian, Ara – Performance Improvement, 2001
Discusses the importance of positive video game experiences and designs that can create them, including immediacy of feedback, allowing graceful recovery from mistakes, high-quality feedback, and input device mappings. Examines interface complexity. Concludes game designers must treat the interaction between human and video game as a formal…
Descriptors: Computer Games, Computer Interfaces, Design Preferences, Designers
Deubel, Patricia – T.H.E. Journal, 2006
This article describes digital game-based learning (DGBL), the uniting of educational content with computer or online games, that holds the potential for a wealth of educational applications, if managed properly. DGBL motivates by virtue of being fun. It is versatile, can be used to teach almost any subject or skill, and, when used correctly, is…
Descriptors: Transfer of Training, Long Term Memory, Experiential Learning, Constructivism (Learning)
Hansson, Thomas – Computer Assisted Language Learning, 2005
A pilot study at a local school explores a virtual world during English lessons. The objective of applying a Vygotskian experimental design to the study is to investigate the potential of software, interaction and integration related to problem-solving defined as text composition in a foreign language. Focus of research and practices is on the…
Descriptors: Interaction, Second Language Instruction, Integrated Activities, Video Games
Johnson, Genevieve – E-Learning, 2006
The number of children and adolescents accessing the Internet as well as the amount of time online are steadily increasing. The most common online activities include playing video games, accessing web sites, and communicating via chat rooms, email, and instant messaging. A theoretical framework for understanding the effects of Internet use on…
Descriptors: Sociocultural Patterns, Video Games, Cognitive Processes, Internet
Olson, Cheryl K. – Academic Psychiatry, 2004
Objective: Contrary to media headlines and public perceptions, there is little evidence of a substantial link between exposure to violent interactive games and serious real-life violence or crime. Conclusion: Further research is needed on whether violent games may affect less dramatic but real concerns such as bullying, fighting, or attitudes and…
Descriptors: Violence, Mass Media Effects, Youth, Social Science Research
Pelletier, Caroline; Oliver, Martin – Learning, Media & Technology, 2006
There is growing interest in the use of games for educational purposes, particularly with regard to teaching curriculum subjects. Much of the research, however, has focused either on the content of games or the learning theory they illustrate. This paper presents a methodology that allows for an examination of how players learn to play. The focus…
Descriptors: Teaching Methods, Research Methodology, Learning Theories, Play
Simonson, Michael, Ed. – Association for Educational Communications and Technology, 2012
For the thirty-fifth year, the Research and Theory Division of the Association for Educational Communications and Technology (AECT) is sponsoring the publication of these Proceedings. Papers published in this volume were presented at the national AECT Convention in Louisville, Kentucky. The Proceedings of AECT's Convention are published in two…
Descriptors: Educational Technology, Handheld Devices, Workplace Learning, Electronic Learning
Alvermann, Donna E.; Hagood, Margaret C.; Heron-Hruby, Alison; Hughes, Preston; Williams, Kevin B.; Yoon, Jun-Chae – Reading Psychology, 2007
The purpose of this study was to explore whether or not adolescents who are deemed underachievers and who struggle to read school-assigned textbooks will engage with popular culture texts of their own choosing (e.g., magazines, comics, TV, video games, music CDs, graffiti, e-mail, and other Internet-mediated texts). The 60 student participants,…
Descriptors: Textbooks, Cartoons, Video Games, Urban Schools
Felini, Damiano – Online Submission, 2008
Background: The penetration of video games in media consumption behaviors is statistically very significant all over the world. Education and media education cannot ignore this phenomenon, as it is so relevant for such a considerable part of the population, especially youth. The application of media education principles and goals to video games is…
Descriptors: Video Games, Teaching Methods, Popular Culture, Media Literacy
Lieberman, Debra A. – 1998
This study examined whether video games could be effective health education and therapeutic interventions for children and adolescents with diabetes. KIDZ Health Software developed a game about diabetes self-management, and tested its effectiveness for children with diabetes. The Packy and Marlon Super Nintendo video game promotes fun,…
Descriptors: Adolescents, Children, Diabetes, Educational Games
Crawford, Deborah L. – Online Submission, 2006
Background: Virtual learning has exploded with the growth in broadband connectivity. The challenge for today's educational leaders is to integrate the research indicating cognitive changes in today's students with online K-12 offerings in order to fully maximize technological advances and close access and academic gaps. Purpose: To inform both…
Descriptors: High School Students, Academic Achievement, Video Games, Online Courses
von Feilitzen, Cecilia, Ed.; Carlsson, Ulla, Ed. – 2000
This document consists of three sources which compile research on the influence of media sex and violence on children's development. The first is a collection of articles on children and the media; the remaining two are bibliographies of research--one on pornography and sex in the media, the other on video and computer games. The articles in the…
Descriptors: Aggression, Annotated Bibliographies, Childhood Attitudes, Children

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