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Wallenius, Marjut; Rimpela, Arja; Punamaki, Raija-Leena; Lintonen, Tomi – Journal of Applied Developmental Psychology, 2008
The aims of this research were to describe Finnish adolescents' different motives for digital game playing, and to examine relations between digital game playing and parent-child communication, school performance, sleeping habits, and perceived health. A questionnaire was used to assess a nationwide postal sample of 12-18-year-old Finns (6761…
Descriptors: Parent Child Relationship, Adolescents, Computers, Motivation
Wallenius, Marjut; Punamaki, Raija-Leena – Journal of Applied Developmental Psychology, 2008
This study investigated the roles of sex, age, and parent-child communication in moderating the association between digital game violence and direct aggression in a two-year longitudinal study. Finnish 12- and 15-year-old adolescents (N = 316) participated in the follow-up survey. As hypothesized, digital game violence was linked to direct…
Descriptors: Aggression, Parent Role, At Risk Persons, Adolescents
Chaves, Wanda V.; Yacovelli, Steven R. – Journal of Teaching in International Business, 2008
This article describes the design and implementation of a unique course developed to deeply engage MBA students in the complexities of the field of international management. This experiential course was designed around an integrative project based on the cruise industry. The professor worked with the leadership team of a major cruise line to…
Descriptors: Business Administration Education, Masters Programs, Case Studies, Course Content
Ziegler, Susan G. – Learning, Media and Technology, 2007
The focus of this paper is on the potential problems and challenges presented by the content, quantity and quality of contemporary media influences (electronic, print and digital). Whereas most articles in this arena focus on one form of media influences (e.g., video games), this article looks at the cumulative scope of influence presented by…
Descriptors: Mass Media Effects, Video Games, Ethics, Socialization
Wallenius, Marjut; Punamaki, Raija-Leena; Rimpela, Arja – Journal of Youth and Adolescence, 2007
The roles of age, social intelligence and parent-child communication in moderating the association between digital game playing and direct and indirect aggression were examined in 478 Finnish 10- and 13-year-old schoolchildren based on self-reports. The results confirmed that digital game violence was directly associated with direct aggression,…
Descriptors: Early Adolescents, Males, Intelligence, Aggression
Cassity, Hope Daniels; Henley, Tracy B.; Markley, Robert P. – Journal of Instructional Psychology, 2007
The "Mozart effect" is the reported phenomenon of increased spatial abilities after listening to that composer's music. However, subsequent research suggests that the Mozart effect may be an artifactual consequence of heightened arousal and mood rather than the music of Mozart per se (e.g., Thompson, Schellenberg, & Husain, 2001). The present…
Descriptors: Program Effectiveness, Psychological Patterns, Music, Spatial Ability
Compton-Lilly, Catherine – Reading Teacher, 2007
James Gee has suggested that video games can teach us important lessons about learning and that we can learn about teaching from these games. Reading research and the words of the author's daughter are the basis of an exploration of the learning principles Gee identifies. He explains that video games are successful in engaging children and…
Descriptors: Reading Research, Reading Instruction, Reading, Video Games
Kearney, Paul; Pivec, Maja – British Journal of Educational Technology, 2007
Sex and violence in video games is a social issue that confronts us all, especially as many commercial games are now being introduced for game-based learning in schools, and as such this paper polls teenage players about the rules their parents and teachers may or may not have, and surveys the gaming community, ie, game developers to parents, to…
Descriptors: Social Problems, Video Games, Violence, Sexuality
Starkman, Neal – Campus Technology, 2007
Colleges and universities head into virtual worlds, and student learning and psychology are changed forever. For the past few years, Creighton University, a Jesuit institution of about 6,700 students has hosted GameFest (www2.creighton.edu/doit/gamefest), a 12-hour marathon of high-tech, interactive gaming sessions among Creighton students, using…
Descriptors: Educational Technology, Faculty, Academic Achievement, Student Attitudes
Reese, Debbie Denise – Journal of Educational Multimedia and Hypermedia, 2007
Electronic game technologies can prepare novice learners for future learning of complex concepts. This paper describes the underlying instructional design, learning science, cognitive science, and game theory. A structural, or syntactic mapping (structure mapping), approach to game design can produce a game world relationally isomorphic to a…
Descriptors: Game Theory, Cognitive Psychology, Instructional Design, Cognitive Processes
Montana Office of Public Instruction, 2011
This report presents the 2011 Montana Youth Risk Behavior Survey high school student frequency distributions for nonpublic accredited schools. These frequency distributions are based upon surveys with 349 high school students in Nonpublic Region during February of 2011. Frequency distributions may not total 349 due to nonresponse and percents may…
Descriptors: Sexuality, At Risk Students, Physical Activities, High School Students
Laine, Teemu H.; Vinni, Mikko; Sedano, Carolina Islas; Joy, Mike – ALT-J: Research in Learning Technology, 2010
This article presents the features, design and architecture of the Myst pervasive game platform that has been applied in creating pervasive mobile learning games in various contexts such as science festivals and museums in Finland. Based on our experiences with the development, we draw a set of design principles for creating successfully a…
Descriptors: Electronic Learning, Educational Games, Young Adults, Museums
Ip, Barry; Capey, Martin; Baker, Andrew; Carroll, John – Australasian Journal of Educational Technology, 2009
This paper explores a relatively new area in the design and development of assessment procedures for the evaluation of coursework and student performance on computer and video games degrees. Emphasis is placed on an assessment which involves the development of and interaction in a virtual world, where lecturers and students are represented as…
Descriptors: Student Evaluation, Video Games, Virtual Classrooms, Computers
Casey, John A. – 1992
Current trends in technological developments suggest that home entertainment video games and educational learning software are on convergent paths. Astute educators have identified these technologies as effective for student motivation and have integrated them with traditional curricula to reduce at-risk behavior. Counselors who identify and…
Descriptors: Computers, Elementary Secondary Education, High Risk Students, School Counseling
Wiggins, James D. – 1985
This study was designed to investigate the influence of television on the lives of young people and the correlation between home computer programming, the playing of video games at home, and the playing of arcade games out of the home related to self-esteem and locus of control. Subjects were 405 students in grades 4 through 12 from 21 classrooms…
Descriptors: Computers, Intermediate Grades, Locus of Control, Secondary Education

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