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Carter, James Bucky – Theory Into Practice, 2011
Young adult literature (YAL) of the late 20th and early 21st century is exploring hybrid forms with growing regularity by embracing textual conventions from sequential art, video games, film, and more. As well, Web-based technologies have given those who consume YAL more immediate access to authors, their metacognitive creative processes, and…
Descriptors: Adolescent Literature, Web Sites, Electronic Publishing, Video Games
Nikirk, Martin – Techniques: Connecting Education and Careers (J1), 2011
"To infinity and beyond!" is the catchphrase of Buzz Lightyear, Universe Protection Unit space ranger, a character in the Disney/Pixar "Toy Story" franchise. The three films in the franchise--"Toy Story," 1993; "Toy Story 2," 1999; and "Toy Story 3," 2010--incorporate an innovative blend of many different genres, having spun off video games and…
Descriptors: Popular Culture, Toys, Video Games, Animation
Guernsey, Lisa – School Library Journal, 2011
Until recently, ebooks for young children haven't been part of the hyped vernacular of "game-changing" technology. Instead, ebook conversations have focused on textbooks for older students or text-heavy, adult-oriented titles downloaded to ereaders like the Kindle, Nook, and Sony e-Reader. The arrival of portable, full-color, touchscreen devices…
Descriptors: Textbooks, Picture Books, Library Materials, Electronic Publishing
Yang, Dong-Jenn; Chiu, Jun-Zhi; Chen, Yi-Kun – Turkish Online Journal of Educational Technology - TOJET, 2011
Online games represent a burgeoning market sector of increasing economic importance. However, most previous studies have focused on the utilitarian perspectives of the technology. In other words, there is limited the investigation to social influence on college students' attitude. The aims of this study is to understand the effect of social…
Descriptors: Student Attitudes, Social Influences, College Students, Gender Differences
Joiner, Richard; Iacovides, Jo; Owen, Martin; Gavin, Carl; Clibbery, Stephen; Darling, Jos; Drew, Ben – Journal of Science Education and Technology, 2011
The aim of this paper was to explore whether there is a gender difference in the beneficial effects of Racing Academy, which is a video game used to support undergraduate students learning of Mechanical Engineering. One hundred and thirty-eight undergraduate students (15 females and 123 males) participated in the study. The students completed a…
Descriptors: Undergraduate Students, Video Games, Females, Motivation
Nielsen, Greg – Education Digest: Essential Readings Condensed for Quick Review, 2011
Previous generations of students learned about history from reading the textbooks, listening to teachers, and analyzing primary source documents. Today, these forms of instruction take a backseat to learning about the past from such media as Hollywood commercial film, YouTube, Netflix, and video games. Teachers must find ways to teach students to…
Descriptors: Teacher Effectiveness, Video Games, Nonprint Media, Media Literacy
Anderson, Janice L.; Barnett, Mike – Journal of Science Education and Technology, 2013
The purpose of this work is to share our findings in using video gaming technology to facilitate the understanding of basic electromagnetism with middle school students. To this end, we explored the impact of using a game called "Supercharged!" on middle school students' understanding of electromagnetic concepts compared to students…
Descriptors: Video Games, Video Technology, Teaching Methods, Science Instruction
Sweetser, Penelope – Journal of Learning Design, 2013
Level design is often characterised as "where the rubber hits the road" in game development. It is a core area of games design, alongside design of game rules and narrative. However, there is a lack of literature dedicated to documenting teaching games design, let alone the more specialised topic of level design. Furthermore, there…
Descriptors: Design, Educational Games, Action Research, Educational Technology
Islas Sedano, Carolina; Leendertz, Verona; Vinni, Mikko; Sutinen, Erkki; Ellis, Suria – Simulation & Gaming, 2013
A Hypercontextualized Game (HCG) is a locally designed game that supports its players in gathering context-specific information and in-depth understanding and knowledge regarding the context of a site. LIEKSAMYST, an exciting mobile application, with which visitors can play various games based on stories, was originally developed for the open-air…
Descriptors: Games, Design, Telecommunications, Handheld Devices
Stephen, Christine; Stevenson, Olivia; Adey, Claire – Journal of Early Childhood Research, 2013
This article is about the ways in which young children engage with technological toys and resources at home and, in particular, the ways in which the family context makes a difference to young children’s engagement with these technologies. The data reviewed come from family interviews and parent-recorded video of four case study children as they…
Descriptors: Family Influence, Family Environment, Access to Computers, Young Children
Allain, Rhett; Williams, Richard – Physics Teacher, 2009
Suppose we had a brand new world to study--a world that possibly works with a different set of principles, a non-Newtonian world. Maybe this world is Newtonian, maybe it isn't. This world exists in video games, and it is open for exploration. Most video games try to incorporate realistic physics, but sometimes this does not happen. The obvious…
Descriptors: Video Games, Physics, Scientific Principles, Science Instruction
Ploog, Bertram O.; Banerjee, Snigdha; Brooks, Patricia J. – Research in Autism Spectrum Disorders, 2009
This study validated a video game paradigm to explore attention to prosodic and linguistic components of spoken sentences in nine moderate-to-low functioning children with autism and impaired verbal skills. Nine typically developing children were also included. The children listened to pre-recorded sentences varying with respect to content (e.g.,…
Descriptors: Children, Autism, Attention, Video Games
Noroozi, Omid, Ed.; Sahin, Ismail, Ed. – International Society for Technology, Education, and Science, 2022
The aim of the International Society for Technology, Education, and Science (iHSES) conference is to offer opportunities to share ideas, discuss theoretical and practical issues, and connect with the leaders in the fields of "humanities," "education" and "social sciences." It is organized for: (1) faculty members in…
Descriptors: Flipped Classroom, Student Diversity, Student Experience, College Students
Deed, Craig; Cox, Peter; Dorman, Jeffrey; Edwards, Debra; Farrelly, Cathleen; Keeffe, Mary; Lovejoy, Valerie; Mow, Lucy; Sellings, Peter; Prain, Vaughan; Waldrip, Bruce; Yager, Zali – International Journal of Pedagogies and Learning, 2014
In this paper we examine how agency is characterised by teachers and students when personalised learning is enacted in the contemporary open classroom. A case study is outlined that identifies teacher reasoning for practice, the use of physical and virtual learning spaces, and student reaction to teacher facilitation of personalised learning.…
Descriptors: Student Empowerment, Professional Autonomy, Individualized Instruction, Case Studies
Fichten, Catherine S.; Asuncion, Jennison; Scapin, Rafael – Journal of Postsecondary Education and Disability, 2014
This article briefly reviews the history of assistive technologies in American and Canadian postsecondary education starting in the 1990s, discusses the accessibility of e-learning and information and communication technologies (ICTs) currently popular in postsecondary education, and highlights emerging trends. Increasing use of universal design…
Descriptors: Educational Technology, Postsecondary Education, College Students, Disabilities

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