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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
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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
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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
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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
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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
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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
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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
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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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Anderson, Craig A.; Morrow, Melissa – Personality and Social Psychology Bulletin, 1995
Extended and tested Deutsch's theory of competition effects. Predicted that people view competitive situations as inherently more aggressive than cooperative ones. Predicted that leading people to think of an aggressive situation in competitive terms would increase aggressive behavior. Increase of kill ratio occurred in absence of changes in…
Descriptors: Aggression, Behavior, Cognitive Processes, Cognitive Structures
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Thomas, Siobhan – Simulation & Gaming, 2006
Pervasive gaming has tremendous potential as a learning tool and represents an interesting development in the field of video games and education. The literature surrounding video games and education is vast: For more than 20 years, educationalists have been discussing the potential that exists for the application of video games to learning.…
Descriptors: Foreign Countries, Video Games, Educational Games, Multimedia Materials
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Stewart, Barbara L.; Ezell, Shirley; DeMartino, Darrell; Rifai, Rana; Gatterson, Beverly – Quarterly Review of Distance Education, 2006
This case explored the use of a collaborative team to develop a virtual course component to increase educational experience. As students continue to engage in recreational video game activities, incorporation of such applications into their learning environments becomes important to allow them to connect and interact with course content in a…
Descriptors: Video Games, Educational Experience, Pilot Projects, Video Technology
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Lee, Mark J. W.; Eustace, Ken; Fellows, Geoff; Bytheway, Allan; Irving, Leah – Australasian Journal of Educational Technology, 2005
This paper reports on the first stage of a project to develop and test the use of massively multiplayer online role playing games (MMORPGs) for promoting computer supported collaborative learning through instructional gaming in the high school classroom. Teachers and students of English and Science at Swan View Senior High School, Western…
Descriptors: Video Games, Role Playing, Foreign Countries, Educational Games
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Jones, Greg; Kalinowski, Kevin – Innovate: Journal of Online Education, 2006
The integration of video games in the classroom continues to be a topic for educators and researchers alike. Yet despite the dialogue, widespread integration of this technology has yet to occur. To help remedy this situation, Greg Jones and Kevin Kalinowski propose the establishment of an online, open community designated to explore and develop…
Descriptors: Video Games, Educational Technology, Technology Integration, Technology Uses in Education
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Ito, Mizuko – Discourse: Studies in the Cultural Politics of Education, 2006
The late 1980s saw the emergence of a new genre of instructional media, "edutainment", which utilized the capabilities of multimedia personal computers to animate software designed to both educate and entertain young children. This paper describes the production of, marketing of and play with edutainment software as a contemporary example of…
Descriptors: Play, After School Programs, Marketing, Educational Media
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