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Gross, M. Scott – American Journal of Sexuality Education, 2005
This article provides a review of some of the currently available literature surrounding the academic study of video games. Many of these theoretical methods have been used to study film and television and are discussed here in order to frame the need for further examination of video games. Suggestions for the use of video games in the classroom…
Descriptors: Video Games, Sexuality, Sex Education, Educational Games
Giles, Rebecca McMahon – Childhood Education, 2006
Exposure to cell phones, DVD players, video games, computers, digital cameras, and iPods has made today's young people more technologically advanced than those of any previous generation. As a result, parents are now concerned that their children are spending too much time in front of the computer. In this article, the author focuses her…
Descriptors: Computer Mediated Communication, Video Games, Educational Technology, Access to Computers
Lynch, Collin F., Ed.; Merceron, Agathe, Ed.; Desmarais, Michel, Ed.; Nkambou, Roger, Ed. – International Educational Data Mining Society, 2019
The 12th iteration of the International Conference on Educational Data Mining (EDM 2019) is organized under the auspices of the International Educational Data Mining Society in Montreal, Canada. The theme of this year's conference is EDM in Open-Ended Domains. As EDM has matured it has increasingly been applied to open-ended and ill-defined tasks…
Descriptors: Data Collection, Data Analysis, Information Retrieval, Content Analysis
Rideout, Victoria – Henry J. Kaiser Family Foundation, 2007
Over the past few years, media use among children and teens has become more prevalent than ever. With the launch of the iPod, the explosion in instant messaging, the birth of mobile video and YouTube, and the advent of social networking sites like MySpace, young people are rarely out of contact, or out of reach of the media. Meanwhile,…
Descriptors: Sexuality, Violence, Mass Media Effects, Television
Cesarone, Bernard – 1998
This Digest reviews research on the demographics and effects of video game playing, discusses game rating systems, and offers recommendations for parents. The Digest begins by discussing research on the time children spend playing electronic games, which shows that younger children's game playing at home (90% of fourth-graders played at least one…
Descriptors: Adolescents, Aggression, Children, Computer Games
Boehm, Steven S., Ed. – Child Welfare League of America (NJ3), 2006
The Child Welfare League of America is the nation's oldest and largest membership-based child welfare organization committed to engaging people everywhere in promoting the well-being of children, youth, and their families and protecting every child from harm. By publishing a diverse range of views on a wide array of topics, "Children's Voice"…
Descriptors: Access to Health Care, Problem Solving, Disabilities, Immigrants
Din, Feng S.; Caleo, Josephine – 2000
This study investigated whether kindergarten students who played Sony Play Station (Lightspan) computer games learned better than peers who did not play such games. Participants were 47 African-American kindergartners from two classes of an urban school in the Northeast. A pretest and posttest with control group design was used in the study. The…
Descriptors: Academic Achievement, Black Students, Comparative Analysis, Computer Assisted Instruction
Cesarone, Bernard – 2000
This Spanish-language digest reviews research on the demographics and effects of video game playing, discusses game rating systems, and offers recommendations for parents. The digest begins by discussing research on the time children spend playing electronic games, which shows that younger children's game playing at home (90% of fourth-graders…
Descriptors: Adolescents, Aggression, Children, Computer Games
Peer reviewedKlemm, Bonita; And Others – Young Children, 1995
Presents four articles addressing various aspects of violence in the context of children's everyday life: video game violence, gun play, violent children's television programming, and war play. Proposes possible developmentally appropriate solutions. Urges teachers, parents, and the community in general to actively work to provide a safer, saner…
Descriptors: Aggression, Childhood Attitudes, Emotional Response, Parent Responsibility
Winograd, Kathryn – Converge, 2001
Under the direction of the Pennsylvania Department of Migrant Education, an educational software company has adapted educational curricula to a video game format for use in video game consoles that hook into television sets. Migrant children using these at home have made significant gains in math, reading, English fluency, and critical thinking…
Descriptors: Academic Achievement, Educational Games, Educational Technology, Elementary Secondary Education
Chronicle of Higher Education, 2004
"Chronicle of Higher Education" presents an abundant source of news and information for college and university faculty members and administrators. This October 29, 2004 issue of "Chronicle of Higher Education" includes the following articles: (1) "A Job-Hunting Guru Comes up Short" (Zimbleman, Dana A.); (2) "Distinctive Words That are Seldom Heard…
Descriptors: Higher Education, Community Colleges, College Presidents, Conferences
Bergin, Susan; Reilly, Ronan – Computer Science Education, 2006
A model for predicting student performance on introductory programming modules is presented. The model uses attributes identified in a study carried out at four third-level institutions in the Republic of Ireland. Four instruments were used to collect the data and over 25 attributes were examined. A data reduction technique was applied and a…
Descriptors: Programming, Foreign Countries, Multivariate Analysis, Introductory Courses
Beale, Ivan L.; Marin-Bowling, Veronica M.; Guthrie, Nicole: Kato, Pamela M. – International Electronic Journal of Health Education, 2006
A video game called "Re-Mission" has recently been investigated with adolescent and young adult cancer patients enrolled in a multi-site randomized controlled evaluation of the game as a psycho-educational intervention. The main focus of the trial was to determine effects of the game on self-care and other health-related outcomes. It was…
Descriptors: Intervention, Video Games, Cancer, Rating Scales
Fedorov, Alexander – Grantee Submission, 2003
The comparison of the Russian and American experience regarding media violence, standards for rating Russian media programs, and a course of study on media violence for students will have a significant impact upon Russian society, will raise Russian societal and governmental attention to the infringement of the Rights of the Child on the Russian…
Descriptors: Violence, Childrens Rights, Television, Programming (Broadcast)
Annichiarico, Mark; And Others – Library Journal, 1994
Provides an overview of the 1994 American Library Association Convention. Highlights include problems with the location; teen violence; federal legislation; awards; speakers; gender issues and technology, including video games and the Internet; intellectual freedom; multiculturalism and librarian recruitment; CD-ROM; and exhibits. (LRW)
Descriptors: Adolescents, Awards, Computer Networks, Conferences

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