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Ferguson, Bill R.; Gillis, Jennifer M.; Sevlever, Melina – Child & Family Behavior Therapy, 2013
Impaired social skills represent a fundamental deficit for children with Autism Spectrum Disorders (ASD). Despite the potential importance of "good sportsmanship," this social skill has received relatively little attention in the literature. The current study utilized a Behavioral Skills Training (BST) approach to teach three…
Descriptors: Sportsmanship, Autism, Pervasive Developmental Disorders, Video Games
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Peng, Wei; Crouse, Julia C.; Lin, Jih-Hsuan – Health Education & Behavior, 2013
This systematic review evaluates interventions using active video games (AVGs) to increase physical activity and summarizes laboratory studies quantifying intensity of AVG play among children and adults. Databases (Cochrane Library, PsychInfo, PubMed, SPORTDiscus, Web of Science) and forward citation and reference list searches were used to…
Descriptors: Video Games, Physical Activity Level, Physical Activities, Intervention
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Perrotta, C.; Evans, M. A. – Journal of Computer Assisted Learning, 2013
This paper argues that the emphasis on orchestration as a metaphor for teaching in technology-enhanced learning (TEL) environments, featured in recent academic discussions, is an opportunity to broaden the scope of the inquiry into educational technology. Drawing on sociological literature and research that investigated the systemic factors that…
Descriptors: Instructional Design, Politics of Education, Information Technology, Educational Technology
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Sadler, Troy D.; Romine, William L.; Stuart, Parker E.; Merle-Johnson, Dominike – Journal of Research in Science Teaching, 2013
Video games have become a popular medium in our society, and recent scholarship suggests that games can support substantial learning. This study stems from a project in which we created a video game enabling students to use biotechnology to solve a societal problem. As students engaged in the game, they necessarily interacted with the underlying…
Descriptors: Video Games, Educational Games, Educational Technology, Teaching Methods
Wilson, Monique – ProQuest LLC, 2013
Developmental math currently poses a hurdle that many community college students are unable to overcome. Eighty percent of developmental math students do not successfully complete any college-level course within three years (Bailey, Jeong, & Cho, as cited by Strother, Van Campen & Grunow, 2013, p. 1). Despite numerous reform attempts,…
Descriptors: Educational Games, Remedial Mathematics, Community Colleges, Teaching Methods
Schifter, Catherine C.; Cipollone, Maria; Moffat, Frederick – International Association for Development of the Information Society, 2013
This paper describes an exploratory study observing the use of "Minecraft" (a popular sandbox style online video game environment) in a high school English literature classroom. We use Piaget and Inhelder's (1969) constructivist theories about the formal operational stage of development to interpret the concepts of plot and…
Descriptors: Video Games, Computer Games, High Schools, English Literature
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Wittman, Grace – Journal of Extension, 2010
The "2005 Dietary Guidelines for Americans" and "Mypramid" recommend that children get 60 minutes of moderate level exercise each day. Obesity has become a serious health concern for children and adolescents. Idaho currently has an obesity rate of 10.1% for children ages 10-17. As a response to this, the Nintendo Wii was…
Descriptors: After School Programs, Video Games, Student Motivation, Physical Activities
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Alexander, Gadi; Eaton, Isabelle; Egan, Kieran – Teachers College Record, 2010
Background/Context: Students' ready engagement in electronic games and the relative ease with which they sometimes learn complex rules have intrigued some educators and learning researchers. There has been growing interest in studying electronic gaming with the aim of trying to work out how learning principles that are evident in games can be…
Descriptors: Video Games, Learning, Learner Engagement, Educational Practices
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Angelone, Lauren – Science Scope, 2010
There's no denying that middle school students are interested in video games. With such motivation present, we as teachers should harness this media in a productive way in our classrooms. Students today are much more technologically advanced than ever before, and using video games is one more way to use something from their world as a teaching…
Descriptors: Middle Schools, Video Games, Teaching Methods, Secondary School Science
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Saridaki, Maria; Mourlas, Constantinos – International Journal of Game-Based Learning, 2011
The attention to learners with special needs, in particular those with intellectual disabilities, is an area of continuous development. It is considered important to develop adaptive educational solutions for the integration of people with educational difficulties according to their needs. Digital games provide an attractive and direct platform in…
Descriptors: Intellectual Disability, Disabilities, Teaching Methods, Educational Games
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Lee, Donghun; Schoenstedt, Linda J. – ICHPER-SD Journal of Research, 2011
With recognition of the need for studying eSports in this interactive digital communication era, this study explored 14 motivational factors affecting the time spent on eSports gaming. Using a sample of 515 college students and athletic event attendees, we further compared eSports game patterns to their non-eSport or traditional sport involvements…
Descriptors: Audiences, Student Motivation, Competition, Rewards
Bird, Elizabeth – School Library Journal, 2011
A proper picture book app lets a parent and child read, listen to, or explore a book in a fun and interactive manner. Typical options offered in these apps include turning off the sound (so that a parent or child can read on their own), changing from one language to another, and small interactive features, such as making the characters move. To…
Descriptors: Childrens Literature, Picture Books, Video Games, Reading Instruction
Rhen, Brad – Education Week, 2011
A new video game in which the player stalks and shoots fellow students and teachers in school settings is drawing fire from school district officials. "School Shooter: North American Tour 2012" is a first-person game that allows the player to move around a school and collect points by killing defenseless students and teachers. The game,…
Descriptors: Violence, Video Games, Popular Culture, Mass Media Effects
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Hopper, Tim – Asia-Pacific Journal of Health, Sport and Physical Education, 2011
This paper will explore how game-play in video games as well as game centered approaches in physical education (PE) such as Teaching Games for Understanding (TGfU) can draw on complexity thinking to inform the learning process in physical education. Using the video game concept of game-as-teacher (Gee, 2007), ideas such as enabling constraints…
Descriptors: Physical Education, Play, Racquet Sports, Video Games
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Greco, Marco; Branca, Antonio Maurizio; Morena, Gianfranco – Simulation & Gaming, 2011
Reputation enables different parties to establish a trusting and cooperative relationship, a key factor in integrative negotiations referred to as "win-win" negotiations. Thus, a good reputation mechanism can bring simulations closer to reality. In this study, the authors review the reputation mechanisms applied to the online business game WIN WIN…
Descriptors: Reputation, Nonparametric Statistics, Business Education, Video Games
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