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Dittrick, Crystal J.; Beran, Tanya N.; Mishna, Faye; Hetherington, Ross; Shariff, Shaheen – Journal of School Violence, 2013
The study examined whether children who bully others are likely to prefer playing video games that are rated high in maturity and violence. A stratified random sample of Canadian children ages 10 to 17 years from the provinces of Canada was obtained. Parents (n = 397) and their children (n = 492) completed an online survey of children's bullying…
Descriptors: Foreign Countries, Bullying, Peer Relationship, Video Games
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Ryu, Dongwan – ReCALL, 2013
Many researchers have investigated learning through playing games. However, after playing games, players often go online to establish and participate in the online community where they enrich their game experiences, discuss game-related issues, and create fan-fictions, screenshots, or scenarios. Although these emerging activities are an essential…
Descriptors: Discourse Analysis, Video Games, English (Second Language), Second Language Learning
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Apperley, Tom; Beavis, Catherine – E-Learning and Digital Media, 2013
This article outlines a model for teaching both computer games and videogames in the classroom for teachers. The model illustrates the connections between in-game actions and youth gaming culture. The article explains how the out-of-school knowledge building, creation and collaboration that occurs in gaming and gaming culture has an impact on…
Descriptors: Critical Literacy, Computer Games, Video Games, Teaching Methods
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Jenny, Seth E.; Hushman, Glenn F.; Hushman, Carolyn J. – International Journal of Technology in Teaching and Learning, 2013
A mixed-methods research design, utilizing qualitative open response questions and a quantitative Likert scale questionnaire and survey, was used to explore physical education pre-service teachers' perceptions of motion-based video gaming (MBVG). It was perceived that: (a) MBVGs are fun and enjoyable and would increase student motivation, (b)…
Descriptors: Preservice Teachers, Motion, Physical Education, Student Attitudes
Atkinson, Mark – ProQuest LLC, 2013
As a subset of distance education, online learning takes place primarily in learning management systems through asynchronous interaction, that can cause transactional distance between instructor and learners. This study investigated how transactional distance may be affected by the use of Second Life, a 3-D virtual world, as a learning environment…
Descriptors: Distance Education, Online Courses, Integrated Learning Systems, Teacher Student Relationship
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Hiroyuki Mitsuhara; Takahide Sumikawa; Jun Miyashita; Kazuhisa Iwaka; Yasunori Kozuki – Interactive Technology and Smart Education, 2013
Purpose: Traditional evacuation drill is monotonous. Therefore, evacuation drill should be diversified to get more people interested in disaster prevention. Our idea is game-based evacuation drill using real world edutainment (RWE). This paper aims at clarifying how RWE-based evacuation drill is realized. Design/methodology/approach: RWE provides…
Descriptors: Emergency Programs, Game Based Learning, Drills (Practice), Educational Games
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Kumar, Janavi; Adhikari, Koushik; Li, Yijing; Lindshield, Erika; Muturi, Nancy; Kidd, Tandalayo – Health Education, 2016
Purpose: The purpose of this paper is to enable community members to discuss their perceptions of eating habits and physical activity in relation to sixth, seventh, and eighth graders, and reveal facilitators and barriers to healthy eating behavior and physical activity engagement. Design/methodology/approach: Nine focus groups, which included six…
Descriptors: Barriers, Motivation, Attitudes, Eating Habits
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Cerezo, Luis; Caras, Allison; Leow, Ronald P. – Studies in Second Language Acquisition, 2016
Meta-analytic research suggests an edge of explicit over implicit instruction for the development of complex L2 grammatical structures, but the jury is still out as to which type of explicit instruction--"deductive" or "inductive," where rules are respectively provided or elicited--proves more effective. Avoiding this…
Descriptors: Instructional Effectiveness, Spanish, Second Language Learning, Second Language Instruction
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Adams, Deanne M.; Pilegard, Celeste; Mayer, Richard E. – Journal of Educational Computing Research, 2016
Learning physics often requires overcoming common misconceptions based on naïve interpretations of observations in the everyday world. One proposed way to help learners build appropriate physics intuitions is to expose them to computer simulations in which motion is based on Newtonian principles. In addition, playing video games that require…
Descriptors: Video Games, Teaching Methods, Technology Uses in Education, Simulated Environment
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Rademacher Mena, Ricardo Javier – International Journal of Game-Based Learning, 2012
In a previous work the author created the Education and Entertainment Grid by combining various taxonomies from the fields of play and learning. In this paper, a section of this grid known as the Entertainment Grid will be extended by including previously unused elements of Richard Bartle's online player types and Robert Caillois' play complexity.…
Descriptors: Educational Games, Video Games, Computer Games, Design
Striker, Spencer – ProQuest LLC, 2012
"Igniting GameZombie TV" utilizes an accessible, energetic, postmodern style to recall how Spencer Striker founded GameZombie TV at Indiana University in the fall of 2006, built the project into an award-winning game media studio, and then expanded the initiative to the University of Wisconsin in the fall of 2009. Through grit and a…
Descriptors: Video Games, Design, Development, Production Techniques
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Willoughby, Teena; Adachi, Paul J. C.; Good, Marie – Developmental Psychology, 2012
In the past 2 decades, correlational and experimental studies have found a positive association between violent video game play and aggression. There is less evidence, however, to support a long-term relation between these behaviors. This study examined sustained violent video game play and adolescent aggressive behavior across the high school…
Descriptors: Evidence, Adolescents, Aggression, Socialization
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Bertozzi, Elena – Bulletin of Science, Technology & Society, 2012
Predation games--games in which the player is actively encouraged and often required to hunt and kill in order to survive--have historically been the purview of male players. Females, though now much more involved in digital games than before, generally play games that stress traditionally feminine values such as socializing with others, shopping,…
Descriptors: Females, Video Games, Play, Gender Differences
Osterer, Irv – Arts & Activities, 2012
High-school students are a dominant force in the gaming industry, accounting for annual sales in the millions. Retailers devote large areas of commercial space to keep pace with this lucrative part of the entertainment business. Recognizing the popularity of this phenomenon with the younger generation, it proved an ideal vehicle to explore…
Descriptors: Studio Art, Art Activities, Video Games, High School Students
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Sim, Timothy; Gentile, Douglas A.; Bricolo, Francesco; Serpelloni, Giovanni; Gulamoydeen, Farah – International Journal of Mental Health and Addiction, 2012
Preliminary research studies suggest that some people who use computer, video games, and the Internet heavily develop dysfunctional symptoms, often referred to in the popular press as an "addiction." Although several studies have measured various facets of this issue, there has been no common framework within which to view these studies. This…
Descriptors: Addictive Behavior, Self Control, Internet, Video Games
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