NotesFAQContact Us
Collection
Advanced
Search Tips
Showing 2,686 to 2,700 of 2,744 results Save | Export
Peer reviewed Peer reviewed
Direct linkDirect link
Halverson, Richard – Innovate: Journal of Online Education, 2005
Schools have much to learn from video games and the gaming community. By providing compelling activities for motivating otherwise indifferent learners, video games can potentially help teachers improve the design of learning environments. However, there are considerable rhetorical and practical barriers between the schooling and gaming communities…
Descriptors: Video Games, Elementary Secondary Education, Learning Strategies, Educational Games
Peer reviewed Peer reviewed
Direct linkDirect link
Squire, Kurt – Innovate: Journal of Online Education, 2005
Over the past few years, games have gone from social pariahs to the darlings of the media, technology, and now educational industries. E-learning educators in particular stand to learn a lot about building next-generation learning environments from games. While online courses are usually little more than "online course notes," games offer entire…
Descriptors: Electronic Learning, World History, Activity Units, Video Games
Peer reviewed Peer reviewed
Direct linkDirect link
Leander, Kevin; Frank, Amy – E-Learning, 2006
In this article the authors consider how youth engage in social practices of identity through their online practices with images. Although they build on social practice perspectives, informed by the new literacy studies, they question the extent to which such perspectives have created new autonomies and separations, including the separation of…
Descriptors: Ethnography, Literacy, Identification (Psychology), Computer Mediated Communication
Peer reviewed Peer reviewed
Direct linkDirect link
Chalup, Stephan K.; Mellor, Drew; Rosamond, Fran – Computer Science Education, 2005
Hex is a challenging strategy board game for two players. To enhance students' progress in acquiring understanding and practical experience with complex machine intelligence and programming concepts we developed the Machine Intelligence Hex (MIHex) project. The associated undergraduate student assignment is about designing and implementing Hex…
Descriptors: Undergraduate Students, Student Attitudes, Programming, Questionnaires
Peer reviewed Peer reviewed
Direct linkDirect link
Jones, Mark J. – Journal of Instructional Psychology, 2004
The current research investigates the effect of participation in the Neighborhood Academic Initiative Scholars Program (NAI) on the students' sense of self as viewed through autophotography. The NAI is designed to prepare inner-city middle school students, composed mainly of African-Americans and Hispanics, for entry into a four year university.…
Descriptors: Video Games, Neighborhoods, Middle Schools, Middle School Students
Peer reviewed Peer reviewed
Direct linkDirect link
Ranker, Jason – Language Arts, 2006
An eight-year-old boy, Adrian, draws subject matter and formats for his writing from a new, digital medium: the video game. (Contains 2 tables and 5 figures.)
Descriptors: Video Games, Writing (Composition), Correlation, Story Telling
Peer reviewed Peer reviewed
Direct linkDirect link
Riegle, Rodney P. – Journal of College Teaching & Learning, 2007
In the 20th century, student work was dominated by paper-print assignments, particularly essays. This was a reflection of the dominant media technology of that century--books, magazines, newspapers, radio, and television. But those days are gone. In the 21st century, the dominant media technology of today's students is the Internet. In addition to…
Descriptors: Student Projects, Essays, Printed Materials, Assignments
Clark, Elaine – 1995
A study investigated the impact of popular culture on young children's conception of gender, as revealed through the stories they write and tell. The research was conducted at Grosse Ile High School on the remote Magdalen Islands in the Gulf of Saint Lawrence, Quebec, Canada, from 1991-1994 with 46 students ages 6-7 years old. The concept of the…
Descriptors: Child Behavior, Childrens Literature, Childrens Writing, Creative Writing
Welch, Alicia J. – 1995
A study assessed the role of various mass media in the day-to-day lives of school-aged children. Research questions dealt with the nature of children's media experiences at home, how use of media impacts school activities, the social context of media use, interior responses to different media, and whether gender or socioeconomic differences among…
Descriptors: Childhood Attitudes, Childhood Interests, Computers, Elementary Education
Chauncey, Caroline, Ed. – Harvard Education Press, 2005
"Harvard Education Letter" is published bimonthly at the Harvard Graduate School of Education. This issue of "Harvard Education Letter" contains the following articles: (1) Is History... History?: Standards, Accountability, and the Future of Our Nation's Past (Robert Rothman); (2) Curriculum Access for All: How Teachers Can Use Universal Design…
Descriptors: Popular Culture, Video Games, Newsletters, Academic Standards
Peer reviewed Peer reviewed
Direct linkDirect link
Kadakia, Maya – TechTrends: Linking Research & Practice to Improve Learning, 2005
During the 2004-2005 school year, Maya Kadakia conducted a pilot study of her master's project which focuses on how student engagement is affected by a curriculum that incorporates popular culture. She created a Language Arts unit which incorporates the video game Morrowhid. Maya teaches seventh grade Language Arts and Social Studies at a diverse…
Descriptors: Grade 7, Educational Needs, Video Games, Popular Culture
Rideout, Victoria J.; Vandewater, Elizabeth A.; Wartella, Ellen A. – 2003
Despite the plethora of new electronic media aimed at very young children, little is known about which media are available to children and whether or how children engage with them. This study reports on a nationally representative telephone survey of more than 1,000 parents of children ages 6 months through 6 years, conducted in Spring 2003. The…
Descriptors: Computer Games, Context Effect, Family Environment, Imitation
Wellisch, Mimi – AECA Research in Practice Series, 2000
Noting that most children living in Australia have access to a television, video games, and computers and are influenced by the content of their viewing and interactive games, this report examines the impact of media violence on young children. Topics discussed include the recognition of violence on television and video/computer games, reasons for…
Descriptors: Child Behavior, Computer Games, Conflict Resolution, Early Childhood Education
Peer reviewed Peer reviewed
Direct linkDirect link
Bradlyn, Andrew S.; Beale, Ivan L.; Kato, Pamela M. – Journal of Child and Family Studies, 2003
We present a systematic review of published research on psychoeducational interventions for children with cancer. The current lack of an organizational model for this literature makes it difficult to form a coherent picture of the scattered literature and draw nomothetic conclusions. A model is described that is based on functional concepts from…
Descriptors: Information Needs, Instructional Design, Intervention, Video Games
Peer reviewed Peer reviewed
Direct linkDirect link
Lawrence, Vivienne; Houghton, Stephen; Douglas, Graham; Durkin, Kevin; Whiting, Ken; Tannock, Rosemary – Journal of Attention Disorders, 2004
Objective: Current understanding of executive function deficits in Attention-Deficit/Hyperactivity Disorder (ADHD) is derived almost exclusively from neuropsychological testing conducted in laboratory settings. This study compared children's performance on both neuropsychological and real-life measures of executive function and processing speed.…
Descriptors: Hyperactivity, Attention Deficit Disorders, Recreational Facilities, Males
Pages: 1  |  ...  |  173  |  174  |  175  |  176  |  177  |  178  |  179  |  180  |  181  |  182  |  183