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de Freitas, Sara I. – Learning, Media & Technology, 2006
The growing interest in the use of games and simulations to support learning is evidenced in the literature, as well as in recent research projects and initiatives. While a focus upon the users of games and simulations is not well evidenced in the literature, this study aimed to highlight key issues and perceptions that inform and underpin how…
Descriptors: Teaching Methods, Computer Uses in Education, Computer Simulation, Video Games
Arn, Susan Kyle – Techniques: Connecting Education and Careers, 2006
Students today begin using computers and playing video games as early as two years old. The technology behind these games is more complicated than most people can imagine. In this article, the author presents some simple number games which seem easy at the beginning, but as the games are repeated, mathematical content becomes more of the focus…
Descriptors: Mathematics Skills, Video Games, Mathematics Instruction, Teaching Methods
Brodeski, Jennifer; Hembrough, Meghan E. – Online Submission, 2007
This report describes a program designed to decrease students' undesired behaviors. Undesired behaviors addressed include tattling, hitting, kicking, biting and pinching. A review of existing literature revealed these behaviors affected all aspects of the classroom. The sample population consisted of two sessions of at-risk pre-kindergarten and…
Descriptors: Surveys, Antisocial Behavior, Elementary School Students, Comparative Analysis
PDF pending restorationKeller, Suzanne M. – 1992
The four reports contained in this document examine the effects of the Nintendo Entertainment System (NES), which entered the lives of many children in the United States in 1986. The first report discusses a study of children's interaction with the game hardware. The study of fourth- and fifth-grade students indicated that children's interaction…
Descriptors: Age Differences, Critical Thinking, Elementary Secondary Education, Eye Hand Coordination
Gentile, Douglas A.; Walsh, David A. – 1999
This study examined family media habits, including the use of television, movies, videos, computer and video games, the Internet, music, and print media. The study was conducted by mail with telephone follow-ups, surveying a national random sample of 527 parents of 2- to 17-year-olds who completed MediaQuotient questionnaires. Findings were…
Descriptors: Adolescents, Children, Family Attitudes, Family Environment
Lynch, Paul J.; Gentile, Douglas A.; Olson, Abbie A.; van Brederode, Tara M. – 2001
Video games have become one of the favorite activities of children in America. A growing body of research links violent video game play to aggressive cognitions, attitudes, and behaviors. This study tested the predictions that exposure to violent video game content is: (1) positively correlated with hostile attribution bias; (2) positively…
Descriptors: Academic Achievement, Adolescent Attitudes, Adolescent Behavior, Adolescents
Horn, Eva; And Others – Journal of the Association for Persons with Severe Handicaps (JASH), 1991
Three nonvocal students (ages 5-8) with severe physical handicaps were trained in scan and selection responses (similar to responses needed for operating augmentative communication systems) using a microcomputer-operated video-game format. Results indicated that all three children showed substantial increases in the number of correct responses and…
Descriptors: Communication Aids (for Disabled), Communication Skills, Electronic Equipment, Generalization
Margolis, Jesse L.; Nussbaum, Miguel; Rodriguez, Patricio; Rosas, Ricardo – Computers and Education, 2006
Many school systems, in both the developed and developing world, are implementing educational technology to assist in student learning. However, there is no clear consensus on how to evaluate these new technologies. This paper proposes a comprehensive methodology for estimating the value of a new educational technology in three steps: benefit…
Descriptors: Foreign Countries, Grade 2, Video Games, Educational Technology
Kirkley, Sonny E.; Kirkley, Jamie R. – TechTrends: Linking Research & Practice to Improve Learning, 2005
In this article, the challenges and issues of designing next generation learning environments using current and emerging technologies are addressed. An overview of the issues is provided as well as design principles that support the design of instruction and the overall learning environment. Specific methods for creating cognitively complex,…
Descriptors: Video Games, Educational Technology, Instructional Design, Technology Integration
Gentile, Douglas, A.; Lynch, Paul, J.; Linder, Jennifer Ruh; Walsh, David, A. – Journal of Adolescence, 2004
Video games have become one of the favorite activities of American children. A growing body of research is linking violent video game play to aggressive cognitions, attitudes, and behaviors. The first goal of this study was to document the video games habits of adolescents and the level of parental monitoring of adolescent video game use. The…
Descriptors: Psychological Patterns, Adolescents, Video Games, Violence
Purushotma, Ravi – Language Learning & Technology, 2005
As often as language teachers lecture about the importance of continual practice to adolescent learners, the dullness of homework exercises designed primarily to be educational has difficulty competing with popular media designed solely to be entertaining. Recently, numerous attempts have been made to develop "edutainment" titles that seek to…
Descriptors: Video Games, Student Motivation, Educational Technology, Second Language Instruction
Williams, James D. – RMLE Online: Research in Middle Level Education, 2006
This case study involved 3 middle school students in an assessment of the influence of self-reflection on general academic performance. It was hypothesized that increased self-reflection would have a positive influence on academic performance as measured by grades on tests, writing assignments, and homework. The participants were ages 13.4, 13.5,…
Descriptors: Writing Assignments, Music, Video Games, Academic Achievement
McGinnis, Theresa – Voices from the Middle, 2007
McGinnis draws on the idea of engaged learning as critical and illustrates how school literacy practices do not provide urban Khmer youth (and by extension, other groups whose backgrounds are linguistically or socioculturally distinct) with deep levels of engagement in literacy activities. By looking at the types of writing experiences these youth…
Descriptors: Middle Schools, Literacy, Urban Schools, Middle School Students
Jones, Greg; Kalinowski, Kevin – Journal of Computers in Mathematics and Science Teaching, 2007
This article discusses a project that placed over 97% of Mars' topography made available from NASA into an interactive 3D multi-user online learning environment beginning in 2003. In 2005 curriculum materials that were created to support middle school math and science education were developed. Research conducted at the University of North Texas…
Descriptors: Topography, Online Courses, Mathematics Education, Science Education
Cesarone, Bernard – 1994
This digest examines data on video game use by children, explains ratings of video game violence, and reviews research on the effects of video games on children and adolescents. A recent study of seventh and eighth graders found that 65% of males and 57% of females played 1 to 6 hours of video games at home per week, and 38% of males and 16% of…
Descriptors: Adolescents, Aggression, Antisocial Behavior, Children

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