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Khoo, Angeline – Asia Pacific Journal of Education, 2012
The growing interest in video gaming is matched by a corresponding increase in concerns about the harmful effects on children and adolescents. There are numerous studies on aggression and addiction which spark debates on the negative effects of video gaming. At the same time, there are also studies demonstrating prosocial effects. This paper…
Descriptors: Addictive Behavior, Play, Moral Issues, Ethical Instruction
Arakji, Reina Y. – ProQuest LLC, 2009
The first decade of the twenty-first century has seen dramatic advances in Internet technologies. Digital social spaces have emerged as popular Internet applications that are radically changing how firms and consumers of digital content interact. In the first chapter "Research Agenda" I introduce my research and the context within which it is…
Descriptors: Economic Research, Video Games, Industry, Innovation
Liming, Drew – Occupational Outlook Quarterly, 2009
This article talks about voice actors and features Tony Oliver, a professional voice actor. Voice actors help to bring one's favorite cartoon and video game characters to life. They also do voice-overs for radio and television commercials and movie trailers. These actors use the sound of their voice to sell a character's emotions--or an advertised…
Descriptors: Television Commercials, Video Games, Cartoons, Films
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Bastiaens, Theo, Ed.; Marks, Gary, Ed. – Association for the Advancement of Computing in Education, 2014
The Association for the Advancement of Computing in Education (AACE) is an international, non-profit educational organization. The Association's purpose is to advance the knowledge, theory, and quality of teaching and learning at all levels with information technology. "E-Learn 2014: World Conference on E-Learning" took place in New…
Descriptors: Educational Technology, Technology Uses in Education, Teaching Methods, Generational Differences
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Gerber, Hannah R.; Price, Debra P. – English Journal, 2011
Today's youth come to the English language arts class with a diverse range of ideas and experiences that give them the ability to develop and blossom into proficient and talented writers for multiple audiences; constant engagement with new media and digital literacies provides them multiple opportunities and multiple channels through which to…
Descriptors: Video Games, Creative Writing, Audiences, Language Arts
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Brumberger, Eva – Journal of Visual Literacy, 2011
The so-called millennial learners who currently populate college classrooms are purportedly digital natives whose repeated exposure to a host of new technologies has allegedly resulted in enhanced skills in several areas, including those related to technology and visual communication. By extension, the argument has been made that digital natives…
Descriptors: Visual Literacy, Age Groups, Visual Learning, Undergraduate Students
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Kenny, Robert; Gunter, Glenda – Journal of Interactive Learning Research, 2011
Video games are one of the fastest growing elements of informal, virtual learning. While their popularity in informal learning situations continues to grow, adoption in the K-12 classrooms remains stagnant. We attribute this to two separate but inter-related phenomena. Game designers and developers fail to incorporate important pedagogic…
Descriptors: Instructional Design, Video Games, Educational Games, Teaching Methods
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O'Hara, Mark – Journal of Early Childhood Research, 2011
This small-scale study focuses on young children's reported information and communication technology (ICT) experiences in the home and the role of parents in providing technological opportunities, recognition and support. The children of the parents involved were all enrolled in nursery and reception classes (4-5 years of age) in two settings…
Descriptors: Video Technology, Parent Role, Young Children, Access to Computers
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Khalili, Neda; Sheridan, Kimberly; Williams, Asia; Clark, Kevin; Stegman, Melanie – Computers in the Schools, 2011
Exposing American K-12 students to science, technology, engineering, and math (STEM) content is a national initiative. Game Design Through Mentoring and Collaboration targets students from underserved communities and uses their interest in video games as a way to introduce science, technology, engineering, and math topics. This article describes a…
Descriptors: Mentors, Summer Programs, Video Games, STEM Education
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Ferguson, Christopher J. – Journal of Youth and Adolescence, 2011
The potential influence of violent video games on youth violence remains an issue of concern for psychologists, policymakers and the general public. Although several prospective studies of video game violence effects have been conducted, none have employed well validated measures of youth violence, nor considered video game violence effects in…
Descriptors: Violence, Video Games, Psychologists, Family Environment
Ziaeehezarjeribi, Yadi – ProQuest LLC, 2010
This study, based on experiential play methodology was used to explore student engagement while playing "Medal of Honor (2002)" and "Call of Duty (2003)". It identifies some of the key issues related to the use of video games and simulations during the training phase of game play. Research into the effects of gaming in education has been extremely…
Descriptors: Learner Engagement, Play, Video Games, Learning Strategies
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Smith, Kersha – Pedagogy, Culture and Society, 2010
The aim of the present paper is to investigate the inner workings of a North American summer enrichment programme named Freedom School. More specifically this research explores how participants of the Children's Defense Fund (CDF) Freedom School programme experience "the Freedom School way", an amalgam of ideologies, discourses, and behaviours…
Descriptors: Enrichment Activities, Summer Programs, Schools, Ethics
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Waelchli, Paul – Public Services Quarterly, 2010
Popular culture experience in video games creates avenues to practice information literacy skills and model research in a real-world setting. Video games create a unique popular culture experience where players can invest dozens of hours on one game, create characters to identify with, organize skill sets and plot points, collaborate with people…
Descriptors: Popular Culture, Video Games, Educational Technology, Research Skills
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Gainer, Jesse S.; Lapp, Diane – English Journal, 2010
Although not a new concept, remix has recently gained popularity in mainstream sources ranging from video games to newspaper columns and television commercials for airline tickets, fried chicken, and soft drinks. All these examples draw on a concept that originates from hip-hop culture and refers to the creative blending of materials from…
Descriptors: Creativity, Television Commercials, Popular Culture, Video Games
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Hofferth, Sandra L. – Child Development, 2010
This study provides a national picture of the time American 6- to 12-year-olds spent playing video games, using the computer, and watching TV at home in 1997 and 2003, and the association of early use with their achievement and behavior as adolescents. Girls benefited from computer use more than boys, and Black children benefited more than White…
Descriptors: African American Children, Behavior Problems, Play, Video Games
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