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Perlman, Dana; Forrest, Greg; Pearson, Phil – Australian Journal of Teacher Education, 2012
Movement-based gaming technologies, such as the Nintendo Wii, are becoming more visible within the physical education. As research on movement-based technologies develops, an aspect that has gained interest is the potential educational value for the physical education student. The purpose of this study was to examine movement-based sport games and…
Descriptors: Physical Education, Physical Education Teachers, Expertise, Educational Opportunities
Vendlinski, Terry P.; Delacruz, Girlie C.; Buschang, Rebecca E.; Chung, Gregory K. W. K.; Baker, Eva L. – National Center for Research on Evaluation, Standards, and Student Testing (CRESST), 2010
The evaluation of educational interventions requires assessments that consistently (reliably) produce data from which accurate (valid) inferences about the test subjects can be made for some stated purpose. Despite codified definitions of all these terms, there remains vibrant debate about the assessment design process and how measures of…
Descriptors: Learning Theories, Student Evaluation, Educational Research, Video Games
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Pelletier, Caroline; Burn, Andrew; Buckingham, David – E-Learning and Digital Media, 2010
This article addresses practices of textual appropriation in computer games made by young people. By focusing on how young people's production work makes reference to popular media texts, it examines the basis on which such work claims to be legible as a game text: how it claims to be literate in the context of an after-school game-making club.…
Descriptors: Creativity, Journalism Education, Popular Culture, Media Literacy
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Dittmer, Jason – International Research in Geographical and Environmental Education, 2010
This paper addresses the potential for increased deployment of immersive virtual worlds in higher geographic education. An account of current practice regarding popular culture in the geography classroom is offered, focusing on the objectification of popular culture rather than its constitutive role vis-a-vis place. Current e-learning practice is…
Descriptors: Teaching Methods, Electronic Learning, Geography Instruction, Constructivism (Learning)
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Greenberg, Bradley S.; Sherry, John; Lachlan, Kenneth; Lucas, Kristen; Holmstrom, Amanda – Simulation & Gaming, 2010
Questionnaires were completed by 5th-, 8th-, and 11th-grade public schools students in rural and suburban school districts and by undergraduates at two universities in the United States (n = 1,242). They were asked about their orientation to video games--the amount of time they played, their motives for doing so, and the game types they…
Descriptors: Suburban Schools, Video Games, Fantasy, Questionnaires
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Martinez, Ron; Schmitt, Norbert – Language Learning & Technology, 2010
While formal research into the effect various technologies have on vocabulary acquisition is still in its infancy, it is clear that--intentionally or incidentally--students have used various electronic media to learn new words for some time now. Moreover, although it is still far from clear exactly how one acquires vocabulary in a second language…
Descriptors: Vocabulary Development, Linguistic Input, Teaching Methods, Second Language Learning
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deHaan, Jonathan; Reed, W. Michael; Kuwada, Katsuko – Language Learning & Technology, 2010
Video games are potential sources of second language input; however, the medium's fundamental characteristic, interactivity, has not been thoroughly examined in terms of its effect on learning outcomes. This experimental study investigated to what degree, if at all, video game interactivity would help or hinder the noticing and recall of second…
Descriptors: Music, Video Games, Second Languages, Vocabulary Development
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Labbo, Linda D.; Place, Karen – Voices from the Middle, 2010
This article provides practical ideas for integrating technologies into the classroom in ways that honor students' out-of-school technology funds of knowledge. The challenges and unintended consequences of integrating technology into the classroom and the role that video gaming can play in helping students find agency and the ability to think…
Descriptors: Technology Integration, Educational Technology, Computer Uses in Education, Teaching Methods
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O'Rourke, John; Main, Susan; Ellis, Michelle – Technology, Pedagogy and Education, 2013
A Chinese proverb suggests "Tell me and I'll forget; show me and I may remember; involve me and I'll understand." How to involve or engage today's learner is at the forefront of much educational research and was the impetus for the study reported herein. This study explored the perceptions of Year 4/5 students from nine separate schools…
Descriptors: Foreign Countries, Mathematics Skills, Educational Research, Self Esteem
King, Elizabeth M. – ProQuest LLC, 2011
While research indicates that an increasing number of males are experiencing a sense of disaffiliation with traditional education (Kleinfeld, 2006; Steinkuehler & King, 2009), nearly all teenage boys and young adult men (approximately 99%) regularly engage in playing video games of some sort (Roberts, Foehr & Rideout (2008). This is an interesting…
Descriptors: Discourse Communities, Workplace Learning, Job Skills, Career Exploration
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Weir, Kimberly; Baranowski, Michael – Simulation & Gaming, 2011
To understand world politics, one must appreciate the context in which international systems develop and operate. Pedagogy studies demonstrate that the more active students are in their learning, the more they learn. As such, using computer simulations can complement and enhance classroom instruction. CIVILIZATION is a computer simulation game…
Descriptors: Computer Simulation, Active Learning, International Relations, Political Issues
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Eastin, Matthew S.; Appiah, Osei; Cicchirllo, Vincent – Human Communication Research, 2009
The current study examines the impact of racial representation on character identification and postgame play hostility. Examining data from Black and White participants, results suggest that cueing racial attributes influences identification and elicits stereotyping and hostile outcomes. Specifically, White players displayed more hostile thoughts…
Descriptors: Play, Identification, Personality, Psychological Patterns
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Rigby, C. Scott; Przybylski, Andrew K. – Theory and Research in Education, 2009
Participation in expansive video games called "virtual worlds" has become a mainstream leisure activity for tens of millions of people around the world. The growth of this industry and the strong motivational appeal of these digital worlds invite a closer examination as to how educators can learn from today's virtual worlds in the development of…
Descriptors: Video Games, Computer Simulation, Self Determination, Social Theories
Mastel, Kristen; Huston, Dave – Computers in Libraries, 2009
Game-design programs are relatively new in the world of academia, as the author of this article discovered when she worked as Brown College's librarian and learning resource center coordinator. With that newness comes the challenge of determining a "core" collection of materials to support the discipline. This kind of core collection is…
Descriptors: Video Games, Learning Resources Centers, Educational Resources, Computer Software
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Perkins-Gough, Deborah – Educational Leadership, 2009
According to a national telephone survey by the Pew Internet Project, 99 percent of boys and 94 percent of girls ages 12-17 play computer, Web, portable, or console games; and 50 percent play such games daily. The survey report, Teens, Video Games, and Civics, examines the extent and nature of teens' game playing and sheds some light on the…
Descriptors: Play, Video Games, Telephone Surveys, Young Adults
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