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Koc, Mustafa; Iskender, Murat; Cardak, Mehmet; Dusunceli, Betul – Educational Research and Reviews, 2012
School managers undertake an important duty in structuring of education institutions. In the study carried out in this context; anger conditions, continuity, and direction of anger, anger control levels and anger styles of school managers who are the decision makers in schools were examined according to the ages, working periods, duty types, ways…
Descriptors: Psychological Patterns, Birth Order, Administrators, Education
Daviault, Christine – Bulletin of Science, Technology & Society, 2012
There are several types of characters in video games: the main protagonist/hero, the countless non-player characters (NPCs), and persistent non-player characters (PNPCs). While there is a substantial body of research about PNPCs from a game design point of view, they have been largely ignored by the academic community from a narrative perspective.…
Descriptors: Psychological Patterns, Video Games, Hypermedia, Games
Coyne, Sarah M.; Busby, Dean; Bushman, Brad J.; Gentile, Douglas A.; Ridge, Robert; Stockdale, Laura – Family Relations, 2012
The current study assessed how playing video games can influence conflict and aggression in relationships. A sample of 1,333 heterosexual couples reported their video game playing habits, conflict regarding the media, and physical and relational aggression (both self and partner directed). Results showed that for men (but not women), time spent…
Descriptors: Video Games, Conflict, Aggression, Interpersonal Relationship
Sanford, Kathy; Starr, Lisa J.; Merkel, Liz; Bonsor Kurki, Sarah – E-Learning and Digital Media, 2015
As video games become a ubiquitous part of today's culture internationally, as educators and parents we need to turn our attention to how video games are being understood and used in informal and formal settings. Serious games have developed as a genre of video games marketed for educating youth about a range of world issues. At face value this…
Descriptors: Video Games, Critical Viewing, Popular Culture, Adolescent Attitudes
Hämäläinen, Raija; Cattaneo, Alberto – Vocations and Learning, 2015
Modern vocational education is increasingly taking place in new technology-enhanced learning (TEL) settings. On the one hand, vocational education can benefit from the opportunities of technological development. On the other hand, such technologies may create new challenges for teachers. Therefore, there is a particular need to pay more attention…
Descriptors: Vocational Education, Technology Uses in Education, Educational Technology, Technology Integration
Chang, Mido; Evans, Michael A.; Kim, Sunha; Norton, Anderson; Samur, Yavuz – Educational Media International, 2015
This study examined the effects of a learning game, [The Math App] on the mathematics proficiency of middle school students. For the study, researchers recruited 306 students, Grades 6-8, from two schools in rural southwest Virginia. Over a nine-week period, [The Math App] was deployed as an intervention for investigation. Students were assigned…
Descriptors: Educational Games, Mathematics Skills, Middle School Students, Grade 6
Hayes, Elisabeth; Ohrnberger, Maryellen – Journal of Technology and Teacher Education, 2013
The purpose of this study was to identify the gaming practices of freshmen undergraduate teacher education students. We also investigated how students who play games compared to non-gamers in their interest in using specific technologies for learning, their beliefs about how technology affects their learning, their orientation towards using new…
Descriptors: Preservice Teachers, College Freshmen, Student Attitudes, Video Games
Merchant, Guy – Language and Education, 2013
In large parts of the developed world, increased connectivity has led to changes in the communicational landscape. Meaning-making associated with new media disturbs established ways of describing and defining literacy, leading some academics and educators to identify "new literacies" as a distinct break from traditional and predominantly…
Descriptors: Literacy, Information Technology, Films, Video Games
Barko, Timothy; Sadler, Troy D. – Journal of Science Education and Technology, 2013
This paper looks at the conceptual differences between video game learning and traditional classroom and laboratory learning. It explores the notion of virtual experience by comparing a commonly used high school laboratory protocol on DNA extraction with a similar experience provided by a biotechnology themed video game. When considered…
Descriptors: Biotechnology, Genetics, Learning Experience, Computer Simulation
Del-Moral, María-Esther; Guzmán-Duque, Alba-Patricia – Journal of New Approaches in Educational Research, 2014
This paper has as its aim to analyze how CityVille, a videogame hosted on Facebook and oriented to the construction of a virtual city, can favor collaboration between gamers along with the exchange of strategies, equally contributing to learning transfer and skill acquisition. The first step consists in identifying the opportunities which the said…
Descriptors: Video Games, Social Media, Simulated Environment, Educational Games
Eichenbaum, Adam; Bavelier, Daphne; Green, C. Shawn – American Journal of Play, 2014
The authors review recent research that reveals how today's video games instantiate naturally and effectively many principles psychologists, neuroscientists, and educators believe critical for learning. A large body of research exists showing that the effects of these games are much broader. In fact, some types of commercial games have been…
Descriptors: Video Games, Educational Technology, Cognitive Development, Older Adults
Must, Aviva; Phillips, Sarah M.; Curtin, Carol; Anderson, Sarah E.; Maslin, Melissa; Lividini, Keith; Bandini, Linda G. – Autism: The International Journal of Research and Practice, 2014
Time spent in sedentary behavior is largely due to time spent engaged with electronic screen media. Little is known about the extent to which sedentary behaviors for children with autism spectrum disorder differ from typically developing children. We used parental report to assess and compare time spent in sedentary behaviors for 53 children with…
Descriptors: Autism, Pervasive Developmental Disorders, Physical Activity Level, Children
Meyler, Tim; Banks, Sarah; Wilson, Sandy – Strategies: A Journal for Physical and Sport Educators, 2014
The physical activity potential and physiological and motivational benefits of active gaming have been a hot topic in the past few years. It is easy to see why active games are popular among certain populations, particularly those with prior or current video game experience. Video games are fun to play and challenging, give a player total control,…
Descriptors: Video Games, Video Technology, Physical Activities, Student Motivation
Norton, Anderson; Wilkins, Jesse L. M.; Evans, Michael A.; Deater-Deckard, Kirby; Balci, Osman; Chang, Mido – Mathematics Teaching in the Middle School, 2014
The authors introduce an educational video game (application, or "app"), "CandyFactory Educational Game," designed to promote students' development of partitive understanding of fractions while demonstrating the critical need to promote that development. The app includes essential game features of immediate feedback,…
Descriptors: Video Games, Educational Games, Mathematics Curriculum, Mathematics Activities
Chung, Gregory K. W. K.; Choi, Kilchan; Baker, Eva L.; Cai, Li – National Center for Research on Evaluation, Standards, and Student Testing (CRESST), 2014
A large-scale randomized controlled trial tested the effects of researcher-developed learning games on a transfer measure of fractions knowledge. The measure contained items similar to standardized assessments. Thirty treatment and 29 control classrooms (~1500 students, 9 districts, 26 schools) participated in the study. Students in treatment…
Descriptors: Video Games, Educational Games, Mathematics Instruction, Mathematics

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