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Marino, Matthew T.; Hayes, Michael T. – Cultural Studies of Science Education, 2012
In this response to Yupanqui Munoz and Charbel El-Hani's paper, "The student with a thousand faces: From the ethics in videogames to becoming a citizen", we examine their critique of videogames in science education. Munoz and El-Hani present a critical analysis of videogames such as "Grand Theft Auto", "Street Fight", "Command and Conquer:…
Descriptors: Inclusion, Science Education, Ethics, Criticism
Rushing, Stephanie Craig; Stephens, David – American Indian and Alaska Native Mental Health Research: The Journal of the National Center, 2012
Media technologies, including the Internet, cell phones, and video games, offer new avenues to reach Native youth on sensitive health topics. Project Red Talon, a sexually transmitted disease (STD)/HIV prevention project that serves the 43 federally recognized tribes in Oregon, Washington, and Idaho, used community-based participatory research…
Descriptors: Participatory Research, Video Games, Research Methodology, American Indians
Kouba, Joanne; Velsor-Friedrich, Barbarba; Militello, Lisa; Harrison, Patrick R.; Becklenberg, Amy; White, Barb; Surya, Shruti; Ahmed, Avais – Journal of School Nursing, 2013
Asthma is the most prevalent chronic illness in childhood affecting 7 million youth. Many youth with asthma face another risk factor in obesity. Obesity, in turn, increases disorders such as asthma. Studies have recommended that asthma programs also address weight management in youth. Taking this into consideration, the I Can Control Asthma and…
Descriptors: Chronic Illness, Child Health, At Risk Persons, Urban Areas
Ryoo, Jean J.; Margolis, Jane; Lee, Clifford H.; Sandoval, Cueponcaxochitl D. M.; Goode, Joanna – Learning, Media and Technology, 2013
Despite the fact that computer science (CS) is the driver of technological innovations across all disciplines and aspects of our lives, including participatory media, high school CS too commonly fails to incorporate the perspectives and concerns of low-income students of color. This article describes a partnership program -- Exploring Computer…
Descriptors: Computer Science, High Schools, At Risk Students, Low Income Groups
Roberts, Kevin J. – Exceptional Parent, 2010
Parents need to be aware of the dangers and the opportunities the cyber world offers. Video games are being used in the classroom. Commerce is increasingly taking place online and computers are indispensable in the workplace. A cyber-oriented child possesses some great advantages. The author urges parents to become experts in the cyber world so…
Descriptors: Video Games, Internet, Parents, Teaching Methods
Doyle, Denise – Learning, Media and Technology, 2010
The "Immersed in Learning" project began in 2007 to evaluate the use of 3D virtual worlds as a teaching and learning tool in undergraduate programmes in digital media at the University of Wolverhampton, UK. A question that the research set out to explore was what were the benefits of integrating 3D immersive learning with face-to-face…
Descriptors: Foreign Countries, Evaluation Methods, Computer Simulation, Teaching Methods
Colin-Ramirez, E.; Castillo-Martinez, L.; Orea-Tejeda, A.; Vergara-Castaneda, A.; Keirns-Davis, C.; Villa-Romero, A. – Health Education Research, 2010
The aim of this study was to evaluate the impact of an intervention program on the patterns of physical activity in 8- to 10-year-old Mexican children from lower socioeconomic status. This study performed a randomized controlled field trial in 498 children aged 8-10 years from 10 public schools of low socioeconomic status in Mexico City. Schools…
Descriptors: Control Groups, Socioeconomic Status, Intervention, Physical Activities
Stoddard, Jeremy D.; Marcus, Alan S. – High School Journal, 2010
In a world where students and the general public are likely to access historical information from a television program, film, or even video game, it is important to equip students with the ability to view historical representation critically. In this essay we present arguments for using film to engage students in rigorous and authentic social…
Descriptors: High School Students, Middle School Students, Video Games, Nonprint Media
Bourgonjon, Jeroen; Valcke, Martin; Soetaert, Ronald; Schellens, Tammy – Computers & Education, 2010
Video games are often regarded as promising teaching and learning tools for the 21st century. One of the main arguments is that video games are appealing to contemporary students. However, there are indications that video game acceptance cannot be taken for granted. In this study, a path model to examine and predict student acceptance of video…
Descriptors: Student Attitudes, Video Games, Secondary School Students, Teaching Methods
Yagci, Emete; Caglar, Mehmet – Turkish Online Journal of Educational Technology - TOJET, 2010
This study was conducted to research the relationship between use of computer types and frequency and anger and aggression in adolescents. The study was conducted among years 9, 10 and 11 students (secondary level) in 2008-2009 academic year. The general research tool for this study used was "Relationship research" model. The focal…
Descriptors: Adolescents, Measures (Individuals), Foreign Countries, Psychological Patterns
Bittick, Sarah Joy; Chung, Gregory K. W. K. – National Center for Research on Evaluation, Standards, and Student Testing (CRESST), 2011
The use of a narrative in educational contexts has been found to increase learners' experience of flow or absorption in a task. This increased experience of flow can in turn result in increased retention and learning outcomes. However, narrative can also be polarizing particularly in the male-dominated realm of video game play due to gender…
Descriptors: Educational Games, Females, Student Experience, Gender Differences
Whitton, Melissa; Weatherly, Jeffrey N. – American Indian and Alaska Native Mental Health Research: The Journal of the National Center, 2009
Twelve American Indian (AI) and 12 non-AI participants gambled on a slot-machine simulation and on video poker. Prior to the gambling sessions, half of the participants consumed alcohol while the other half consumed a placebo beverage. They then played the slot-machine simulation three times, with the percentage of programmed "near misses" varying…
Descriptors: American Indians, Drinking, Comparative Analysis, Simulation
Myers, Brian – Computers in Libraries, 2009
During at least one afternoon each month, Wilmette (Illinois) Public Library (WPL) hosts a local group of computer programmers, designers, and artists, who meet to discuss digital projects and resources, technical challenges, and successful design or programming strategies. WPL's Game Design Club, now in its third year, owes its existence to a…
Descriptors: Video Games, Clubs, Computers, Public Libraries
Mamo, M.; Namuth-Covert, D.; Guru, A.; Nugent, G.; Phillips, L.; Sandall, L.; Kettler, T.; McCallister, D. – Journal of Natural Resources and Life Sciences Education, 2011
Web 2.0 technology is expanding rapidly from social and gaming uses into the educational applications. Specifically, the multi-user virtual environment (MUVE), such as SecondLife, allows educators to fill the gap of first-hand experience by creating simulated realistic evolving problems/games. In a pilot study, a team of educators at the…
Descriptors: Video Games, Student Surveys, Soil Science, Educational Technology
Schrader, P. G.; Archambault, Leanna M.; Oh-Young, Conrad – Journal of Technology and Teacher Education, 2011
Videogames have become a cultural and commercial phenomenon across the globe. Researchers and educators have been working to understand how to leverage these tools in education. However, there are few training opportunities that focus on the positive attributes of games in education for preservice teachers. This paper describes the preliminary…
Descriptors: Preservice Teachers, Preservice Teacher Education, Education Courses, Pretests Posttests

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