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Williams, Charles F.; Hawke, Catherine – Social Education, 2010
Of the three branches of government, the Supreme Court usually receives the least national attention. Not so this year. In addition to another changing of the guard with the retirement of Justice Stevens and the nomination of Elena Kagan, the 2009-2010 term generated a great deal of controversy. And in a number of instances, the public's keen…
Descriptors: Federal Courts, Personnel Selection, Retirement, Labor Turnover
Piirainen-Marsh, Arja; Tainio, Liisa – Scandinavian Journal of Educational Research, 2009
This paper addresses additional language learning as rooted in participation in the social activity of collaborative game-play. Building on a social-interactional view of learning, it analyses some of the detailed practices through which players attend to a video game as the material and semiotic structure that shapes play and creates affordances…
Descriptors: Interaction, Suprasegmentals, Video Games, Second Language Learning
Galuszka, Peter – Diverse: Issues in Higher Education, 2009
Malcolm Perdue faces a dilemma as challenging as the computer games he loves to play. The 19-year-old student at Atlanta Metropolitan College wants to learn how to become a game designer. Not only would doing so be a lot of fun, designers can make $80,000 a year early in their careers. But his school has limited options in the field. Nearby…
Descriptors: Video Games, Computers, Design, College Programs
Muehrer, Rachel; Jenson, Jennifer; Friedberg, Jeremy; Husain, Nicole – Cultural Studies of Science Education, 2012
Simulations and games are not new artifacts to the study of science in secondary school settings (Hug, Kriajcik and Marx 2005), however teachers remain skeptical as to their value, use and appropriateness (Rice 2006). The difficulty is not only the design and development of effective play environments that produce measurable changes in knowledge…
Descriptors: Foreign Countries, Video Games, Teaching Methods, Botany
Kwah, Helen – Cultural Studies of Science Education, 2012
In their paper, Munoz and El-Hani propose to bring video games into science classrooms to promote culturally sensitive ethics and citizenship education. Instead of bringing "educational" games, Munoz and El-Hani take a more creative route and include games such as Fallout 3[R] precisely because they are popular and they reproduce ideological and…
Descriptors: Science Education, Ethics, Citizenship Education, Science Teachers
Amory, Alan – Interactive Learning Environments, 2012
It is argued that against the background of a neo-managerial and market-driven global education system, the production and use of technology to support teaching and learning perpetuates hegemonic behaviorist values. Activity theory, as a lens, is used to explore the power relations that are integral to the development and use of Reusable Learning…
Descriptors: Blended Learning, Video Games, Educational Technology, Ideology
Allsop, Yasemin – Online Submission, 2011
The use of computer games on mobile devices in schools for learning is still relatively new and is constantly evolving. The successful integration of this emerging technology into education requires a longitudinal study into how they are being perceived by learners and teachers. Finding out what works well with children in the terms of technology…
Descriptors: Concept Mapping, Student Attitudes, Educational Games, Learning Experience
Toscano, Aaron Antonio – Current Issues in Education, 2011
Video games are growing as a subject for scholarly analysis (Gee, 2003; Selfe & Hawisher 2004; Selfe & Hawisher 2004, 2007): This discussion argues that video games are another simulacra for postmodern cultural critique. Video games do cultural work by allowing gamers to play out socially constructed hopes and fears. As cultural products mediated…
Descriptors: Video Games, Young Adults, Case Studies, Computer Literacy
Grimley, Michael; Green, Richard; Nilsen, Trond; Thompson, David; Tomes, Russell – Active Learning in Higher Education, 2011
Computer games are fun, exciting and motivational when used as leisure pursuits. But do they have similar attributes when utilized for educational purposes? This article investigates whether learning by computer game can improve student experiences compared with a more formal lecture approach and whether computer games have potential for improving…
Descriptors: College Students, Student Experience, Teaching Methods, Video Games
Harrington, M. C. R. – IEEE Transactions on Learning Technologies, 2011
Over the past 20 years, there has been a debate on the effectiveness of virtual reality used for learning with young children, producing many ideas but little empirical proof. This empirical study compared learning activity in situ of a real environment (Real) and a desktop virtual reality (Virtual) environment, built with video game technology,…
Descriptors: Computer Uses in Education, Environmental Education, Elementary School Students, Computer Simulation
Evans, Arthur William, III – ProQuest LLC, 2010
The push to further the use of technology in learning has broadened the attempts of many to find innovated ways to aid the new, technologically savvy generation of learners, in acquiring the knowledge needed for their education and training. A critical component to the success of these initiatives is the proper application of the "science of…
Descriptors: Video Games, Military Training, Goal Orientation, Program Effectiveness
Soares Palmer, Dionne – ProQuest LLC, 2010
There has been increasing attention on the educational power of video games in recent years (Gee, 2003, 2005; Prensky 2001, 2006; Thorne, 2008; Purushotma, 2005). This study aims to investigate World of Warcraft as a venue for second language socialization, specifically in the area of pragmatics. In order to explore the potential for second…
Descriptors: Video Games, Educational Games, Educational Opportunities, Pragmatics
D'Angelo Cynthia – ProQuest LLC, 2010
Vectors and vector addition are difficult concepts for many introductory physics students and traditional instruction does not usually sufficiently address these difficulties. Vectors play a major role in most topics in introductory physics and without a complete understanding of them many students are unable to make sense of the physics topics…
Descriptors: Video Games, Physics, Conventional Instruction, Science Education
Mangen, Anne – Contemporary Issues in Early Childhood, 2010
This article presents some theoretical-methodological reflections on the current state of the art of research on information and communication technology (ICT) in early childhood education. The implementation of ICT in preschool has triggered considerable research activity on the educational potential of digital technologies. Numerous projects and…
Descriptors: Early Childhood Education, Phenomenology, Computer Uses in Education, Educational Technology
Lewis, Lydia – Geography Teacher, 2010
Data Day, an event that is the culmination of a multiple-week unit, is the perfect opportunity to work across disciplines and, in particular, aligns beautifully with skills and objectives geography teachers work on with their students. Bruce Jones at The Blake School in Hopkins, Minnesota, was the originator of Data Day. Jones described the…
Descriptors: Video Games, Scientific Methodology, Geography, Science Teachers

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